[Data]
life = 1200
attack = 90
defence = 125
fall.defence_up = 100
liedown.time = 15
airjuggle = 200
sparkno = -1
guard.sparkno = -1
KO.echo = 0
 volume = 255
  IntPersistIndex = 0
FloatPersistIndex = 0
power = 7000

[Size]
xscale = 1           
yscale = 1           
ground.back = 16     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125          
attack.dist = 0 
proj.attack.dist = 0
proj.doscale = 0        
head.pos = 0, -118
mid.pos = -4, -86 
shadowoffset = 0 
draw.offset = 0,0  

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Common
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0]
type = ReversalDef
triggerall = !ishelper
trigger1 = numenemy
trigger1 = enemy,name="F1"||enemy,name="genjitsu"
trigger1=((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")))
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = s10000,22
p2stateno = 288888
ignorehitpause = 1

[state 0]
type = targetstate
triggerall = !ishelper && numenemy
triggerall = roundstate = 2
trigger1 = enemy,name="F1"||enemy,name="genjitsu"
trigger1=(enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
trigger1 = numtarget
value = 288888
ignorehitpause = 1

[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate<2
trigger1 = enemy,name="F1"||enemy,name="genjitsu"
trigger1 = numtarget<20
ID = 987654321
name = "987654321"
stateno = 987654321
pos = 0,999999999
postype = p1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 0

[State 0]
type = ChangeAnim
triggerall = name = "The black sun of Alsiel"
triggerall = Anim != 17000
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0]
type = VelSet
triggerall = name = "The black sun of Alsiel"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "The black sun of Alsiel"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive && !ishelper && name="The black sun of Alsiel"
value = 5050

[State 0, 5]
type = ChangeAnim
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = drawgame
trigger1 = enemy,alive = 0
trigger1 = Anim != 17000
value = 17000
ignorehitpause = 1

[State 0]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = Lifeset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; ジャンプスタート
;---------------------------------------------------------------------------

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

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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State -2]
type = PlaySnd
trigger1 = time = 1
value = 40, 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 48
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

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

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 50

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

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

[State 100]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100]
type = VelSet
trigger1 = animelem = 15
x = 0

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

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

[State 100]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

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

;---------------------------------------------------------------------------
; ダッシュ
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

[State 102]
type = PosSet
trigger1 = Time = 0
y = 0

[State 102]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 102]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

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

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

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

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

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

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

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

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

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

;------------------------------------------------------------
; GUARD (start)
[Statedef ]
type = U    ;Leave state type unchanged
movetype= I
physics = U ;Leave physics unchanged

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !Var(30)
Trigger1 = command = "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= 100*(Var(30))
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !Var(30)
Trigger1 = command != "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= 100*(Var(30))
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = Var(30) = 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
movetype= I
physics = S

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = !Var(30)
Trigger1 = command = "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= 100*(Var(30))
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !Var(30)
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
movetype= I
physics = C

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = !Var(30)
Trigger1 = command != "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= 100*(Var(30))
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !Var(30)
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
movetype= I
physics = N

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || Var(30)
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !Var(30)
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
movetype= I
physics = U ;Leave physics unchanged
ctrl = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !Var(30)
Trigger1 = command = "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= 100*(Var(30))
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !Var(30)
Trigger1 = command != "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= 100*(Var(30))
statetype = S
physics = S

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ガード
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------

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

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[state 150]
type = destroyself
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

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

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

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

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

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

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

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

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

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;負け動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; タイムオーバー
;---------------------------------------------------------------------------

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

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA

[state 0]
type = selfstate
trigger1 = ishelper
value = 0

[State 191, 3]
type = PlaySnd
triggerall = !lose
trigger1 = Time = 10
value = 10000,5

[State 191, 3]
type = PlaySnd
triggerall = lose
trigger1 = Time = 10
value = 11,11
volume = 255
freqmul = 0.7

[state a]
type = changeanim
trigger1 = time = 0
value = 170

[State 181, 1]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

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

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 0,3

[State 180]
type = ChangeState
trigger1 = var(48) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = var(48) = 1
value = 185

[State 180]
type = ChangeState
trigger1 = var(48) = 2
value = 186

[State 180]
type = ChangeState
trigger1 = var(48) = 3
value = 187

;---------------------------------------------------------------------------
; 勝った動作[天上天下]
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 50
value = 181,0
freqmul = 1.0+((random%2)*0.2)

[State 1000, 5]
type = Explod
trigger1 = numexplod(182) = 0
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
removetime = -1
under = 0
trans = sub

[State 1000, 5]
type = RemoveExplod
trigger1 = time = 225
ID = 182

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 265
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,56
volume = -150


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　敗者から魂を抜く　このような結末は・・・・・
;---------------------------------------------------------------------------

[Statedef 185]
type = S
ctrl = 0
anim = 1850
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 10000,51
[State 191, 3]
type = PlaySnd
trigger1 = time = 240
value = 10000,22
[State 191, 3]
type = PlaySnd
trigger1 = time = 352
value = 10000,23
[State 191, 3]
type = PlaySnd
trigger1 = time = 352
value = 10000,1
[State 191, 3]
type = PlaySnd
trigger1 = time = 352
value = 10000,16
freqmul = 2.0
[State 1851]
type = Explod
trigger1 = time > 675
trigger1 = time <= 685
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
[State 1851]
type = Explod
trigger1 = time > 675
trigger1 = time <= 685
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
[State 1851]
type = Explod
trigger1 = time > 675
trigger1 = time <= 685
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
[State 1851]
type = Explod
trigger1 = time = 675
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
[State 191, 3]
type = PlaySnd
trigger1 = time = 675
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 675
value = 10000,56
volume = -150
[State 1851]
type = EnvShake
trigger1 = time = 253
time = 7
ampl = -7
freq = 95
phase = 95
[State 1851]
type = EnvColor
trigger1 = time = 253
time = 7
value = 255,0,0
under = 3
ignorehitpause = 1
[State 1851]
type = EnvShake
trigger1 = time = 352
time = 15
ampl = -12
freq = 95
phase = 95
[State 1851]
type = EnvColor
trigger1 = time = 352
time = 14
value = 255,0,0
under = 3
ignorehitpause = 1
[State 1851]
type = posset
trigger1 = time = 0
trigger1 = fvar(1) > 0
x = enemy,pos x - 50
[State 1851]
type = posset
trigger1 = time = 1
trigger1 = fvar(1) < 0
x = enemy,pos x + 50
ignorehitpause = 1
[State 1851]
type = Explod
trigger1 = time = 250
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 1
ignorehitpause = 1

[State 1851]
type = helper
triggerall = !ishelper
trigger1 = time = 17
stateno = 1851
name = ""
ID = 1851
pos = 62,150
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1851]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1851]
type = AssertSpecial
trigger1 = time = [0,750]
flag = roundnotover

;---------------------------------------------------------------------------
[Statedef 1851]
type    = S
movetype= I
physics = S
anim = 1851

[State 1851]
type = velset
trigger1 = root,time < 100
y = -0.5
ignorehitpause = 1
[State 1851]
type = velset
trigger1 = root,time = 160
y = 0
ignorehitpause = 1

[State 1851]
type = PlaySnd
trigger1 = time = 0
value = 1200,0
[State 1851]
type = PlaySnd
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180||Time = 240||Time = 300
value = 10000,26

[State 1851]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 1851]
type = destroyself
trigger1 = ishelper
trigger1 = root,time = 250

;---------------------------------------------------------------------------
; 勝った動作　血を出す 下の下だな・・・
;---------------------------------------------------------------------------

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 182,0
freqmul = 1.0+((random%2)*0.2)

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 265
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,56
volume = -150

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA

[State 186]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作 ガイアとともにあり・・・・
;---------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 187]
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 293
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,56
volume = -150

[State 187]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 190]
type = S
ctrl = 0
anim = 192
velset = 0,0
range = 0,2

[State A]
Type     = ChangeState
trigger1 = enemy,name="F1"||enemy,name="genjitsu"
Value    = 0

[State 180, 1]
type = VarRandom
triggerall = name = "The black sun of Alsiel"
trigger1 = Time = 0
v = 48
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = name = "The black sun of Alsiel"
trigger1 = Var(48) = 0
value = 191

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 1
value = 192

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 2
value = 28400

;---------------------------------------------------------------------------
; 登場 倒して見せよ
;---------------------------------------------------------------------------

[Statedef 191]
type = S
ctrl = 0
anim = 193
velset = 0,0
range = 0,2

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = trans
trigger1 = time < 256
trans = addalpha
alpha = time, 256-time

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,47

[State 191]
type = PlaySnd
trigger1 = animelem = 11
value = 190,0
freqmul = 1.0+((random%2)*0.2)

[State 191]
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191]
type = PlaySnd
trigger1 = animelem = 14
value = 190,2

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

[state 190]
type = helper
trigger1 = time = 0
id = 2312
stateno = 2312
postype = p1
pos = 15,-150
name = "alsiel"
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 368
anim = 32600
sprpriority = 8
postype = p1
pos = 0,26
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = PlaySnd
trigger1 = Time = 370
value = 10000,20

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 2312]
type = S
physics = N
ctrl = 0
anim = 2312
velset = 0,0
sprpriority = 2

[State 2312]
type = VelSet
trigger1 = Time = 1
y = .7

[State 2312]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 2312]
type = AssertSpecial
trigger1 = time >= 340
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2312]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230,256

[State 2312]
type = destroyself
trigger1 = time = 360

;---------------------------------------------------------------------------
; 登場 オロチからの転生
;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0
range = 0,2

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = trans
trigger1 = time < 256
trans = addalpha
alpha = time, 256-time

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 32
value = 193,1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 32
value = 10000,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 32
value = 193,2

[State 1000, 5]
type = Explod
trigger1 = animelem = 32
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 28400]
type = S
ctrl = 0
anim = 28400
velset = 0,0
range = 0,2

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4400]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
volume = 255

[State 4405]
type = PlaySnd
trigger1 = Time = 70
value = 2000,1
volume = 255

[State 4405]
type = PlaySnd
trigger1 = Time = 120
value = 2000,2
volume = 255

[State -2]
type = trans
trigger1 = time < 256
trans = addalpha
alpha = time, 256-time

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State -2]
type = ChangeState
triggerall = name != "The black sun of Alsiel"
trigger1 = animelem = 4
value = 104010

[State 191, 4] 
type = ChangeState
trigger1 = time >= 260
value = 28500

[Statedef 28500]
type = S
ctrl = 0
anim = 194
velset = 0,0
range = 0,2

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 10000,22

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 192,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 12
value = 191,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
;---------------------------------------------------------------------------

[Statedef 195]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 195,0

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;やられ動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = name = "The black sun of Alsiel"
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

[state 5050, 9]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[state 5050, 10]
type = lifeset
triggerall = ishelper
trigger1 = 1
value = lifemax
ignorehitpause = 1

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

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

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

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150]
type = AssertSpecial
trigger1 = name!="The black sun of Alsiel"
flag = noshadow
flag2 = nobardisplay
flag3 = invisible

[State 5150]
type = PlaySnd
trigger1 = name!="The black sun of Alsiel"
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340 || time = 380 || time = 420 || time = 460 || time = 500
value = 11,0
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 5150]
type = PlaySnd
trigger1 = name!="The black sun of Alsiel"
trigger1 = time = 20 || time =40 || time = 60 || time = 80 || time = 100|| time = 120|| time = 140 || time = 160 || time = 180 || time = 220 || time = 240 || time =260 || time = 280 || time = 300 || time = 320|| time = 340|| time = 360 || time = 380
value = 11,0
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="The black sun of Alsiel"
trigger1 = time = 400 || time = 420 || time = 440 || time = 460 || time = 480 || time = 500 || time = 520 || time = 540 || time = 560 || time = 580 || time = 600
value = 11,0
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = Explod
trigger1 = name!="The black sun of Alsiel"&&animexist(100)
trigger1 = (GameTime%10) = 0
anim = 100
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 1+(random%3),0
Scale=0.4+((random<=50)*0.1)+((random<=85)*0.2),0.4+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="The black sun of Alsiel"&&animexist(101)
trigger1 = (GameTime%10) = 0
anim = 101
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 4+(random%3),0
Scale=0.4+((random<=50)*0.1)+((random<=85)*0.2),0.4+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="The black sun of Alsiel"&&animexist(20)
trigger1 = (GameTime%10) = 2
anim = 20
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 3+(random%2),0
Scale=0.4+((random<=50)*0.1)+((random<=85)*0.2),0.4+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="The black sun of Alsiel"&&animexist(21)
trigger1 = (GameTime%10) = 2
anim = 21
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = -3-(random%2),0
Scale=0.4+((random<=50)*0.1)+((random<=85)*0.2),0.4+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="The black sun of Alsiel"&&animexist(41)
trigger1 = (GameTime%14) = 0
anim = 41
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0,-2.5-(random%2)
Scale=0.4+((random<=50)*0.1)+((random<=100)*0.2),0.4+((random<=50)*0.1)+((random<=100)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="The black sun of Alsiel"&&animexist(5150)
trigger1 = (GameTime%50) = 0
anim = 5150
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0,-5-(random%2)
removetime = -1
supermove = 1
ownpal = 1
trans = add
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(22222) <=30
persistent = 5
anim = ifelse(random>=5,10,170)
id = 22222
vel = -14+random%8,-14+random%8
sprpriority = 9999999
postype = p1
scale = 0.01+(random%15*0.09),0.01+(random%8*0.05)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 5150]
type = Explod
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(22223) <=30
persistent = 5
anim = ifelse(random>=5000,120,121)
id = 22223
vel = -8+random%8,-8+random%8
sprpriority = 9999999
postype = p1
scale = 0.01+(random%20*0.09),0.01+(random%20*0.09)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 5150]
type = Explod
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(2222) <=30
persistent = 5
anim = ifelse(random>=5001,5020,5011)
id = 2222
vel = -4+random%8,-4+random%8
sprpriority = 9999999
postype = p1
scale = 0.01+(random%15*0.05),0.01+(random%8*0.05)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 5150]
type = Explod
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(2223) <=30
persistent = 5
anim = ifelse(random>=500,5010,130)
id = 2223
vel = -10+random%20,-10+random%20
sprpriority = 9999999
postype = p1
scale = 0.001+(random%20*0.05),0.001+(random%12*0.05)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 5150]
type = Explod
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(2224) <=30
persistent = 5
anim = ifelse(random>=5002,5050,5150)
id = 2224
vel = -10+random%20,-10+random%20
sprpriority = 9999999
postype = p1
scale = 0.001+(random%9*0.01),0.001+(random%12*0.01)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 1]
type = AssertSpecial
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 5150, 6]
type = PosSet
triggerall = palno != [11,12]
trigger1 = name != "The black sun of Alsiel"
y = 0

[State 5150, 6]
type = PosSet
triggerall = palno = [11,12]
trigger1 = name != "The black sun of Alsiel"
y = 99999

;自分

[State 5150, 1]
type = ChangeAnim
triggerall = palno != [11,12]
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
triggerall = palno != [11,12]
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
triggerall = palno != [11,12]
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
triggerall = palno != [11,12]
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
triggerall = palno != [11,12]
triggerall = name = "The black sun of Alsiel"
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
triggerall = palno != [11,12]
triggerall = name = "The black sun of Alsiel"
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 7]
type = VelSet
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
trigger1 = pos Y > 0
x = 0
y = 0
[State 5150, 7] ;Friction
type = posset
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
trigger1 = pos Y > 0
x = 0
y = 0

[State 5150, 8]
type = NotHitBy
triggerall = name = "The black sun of Alsiel"
trigger1 = 1
value = SCA

[State 5150, 1]
type = changestate
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
trigger1 = alive
trigger2 = drawgame
value = 24640
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
flag = nomusic
ignorehitpause = 1

[State 5150, 5]
type = ChangeAnim
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Time = 0
value = 44444
ignorehitpause = 1
[State 5150, 5]
type = ChangeAnim
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = pos Y >= 0
trigger1 = !matchover
trigger1 = Anim != 17000
trigger1 = Anim != 4444
value = 17000
ignorehitpause = 1
[State 5150, 5]
type = ChangeAnim
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = pos Y >= 0
trigger1 = Anim != 44444
trigger1 = Anim != 4444
trigger1 = animtime = 0
value = 44444
ignorehitpause = 1
[State 5150, 5]
type = ChangeAnim
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = pos Y >= 0
trigger1 = Anim = 44444
trigger1 = Anim != 4444
trigger1 = animtime = 0
value = 4444
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 12
anim = 22174
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 7
value = 10000,21
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 3
value = 10000,5
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 11
value = 2200,2
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 44444
trigger1 = animelem = 1
value = 10000,30
volume = 255
ignorehitpause = 1
[State 11052, !]
type = PlaySnd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 10000,29
persistent = 0
ignorehitpause = 1
[State 11052, !]
type = PlaySnd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 10000,16
persistent = 0
ignorehitpause = 1
volume = 255
[State 11052, !]
type = PlaySnd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 10000,35
persistent = 0
ignorehitpause = 1
[State 11052, !]
type = PlaySnd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 10002,0
persistent = 0
ignorehitpause = 1
freqmul = 0.7
volume = 255
[State 100500]
type = modifyexplod
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44444)
trigger1 = Anim = 4444
trigger1 = var(27) > 480
id = 44444
scale = 1-0.0020*(var(28)),1
ignorehitpause = 1
[State 100500]
type = removeexplod
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44444)
trigger1 = Anim = 4444
trigger1 = var(28) > 500
id = 44444
ignorehitpause = 1
[State 100500]
type = modifyexplod
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44445)
trigger1 = Anim = 4444
trigger1 = var(27) > 480
id = 44445
scale = 1-0.0020*(var(28)),1
ignorehitpause = 1
[State 100500]
type = removeexplod
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44445)
trigger1 = Anim = 4444
trigger1 = var(28) > 500
id = 44445
ignorehitpause = 1
[State -2]
type = varadd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = var(27) > 480
v = 28
value = 2
gnorehitpause = 1
[State -2]
type = angledraw
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
scale= 1-0.0020*(var(27)),1-0.0020*(var(27))
ignorehitpause = 1
[State -2]
type = varadd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
v = 27
value = 1
gnorehitpause = 1
[State -2]
type = AssertSpecial
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
trigger1 = (GameTime%2) = 1
trigger2 = var(27) > 500
flag = invisible
ignorehitpause = 1
[State 11001]
type = EnvShake
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) < 1250
trigger1 = (gametime%7) = 1
time = 7
ampl = -7
freq = 90
phase = 90
ignorehitpause = 1
[State 11001]
type = EnvShake
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) < 1251
trigger1 = (gametime%3) = 1
time = 3
ampl = -3
freq = 90
phase = 90
ignorehitpause = 1
[State 191, 3]
type = PlaySnd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 60 || var(27) = 120 || var(27) = 180 || var(27) = 240
value = 10000,26
ignorehitpause = 1
volume = 255
[State 191, 3]
type = PlaySnd
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 60 || var(27) = 120 || var(27) = 180 || var(27) = 240
value = 2563,3
ignorehitpause = 1
[State 11001]
type = Explod
trigger1 = var(27) = 60 
anim = 33900
id = 33900
sprpriority = 999999999999
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add
[State -2]
type = assertspecial
triggerall = name = "The black sun of Alsiel"
triggerall = palno = [11,12]
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = time <= 1800
flag = roundnotover
ignorehitpause = 1

[State 0, 4]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1

[state 5150, 10]
type = lifeset
triggerall = ishelper
trigger1 = 1
value = lifemax
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Varのラウンド持ち越し
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 5900]
type = S

[State 0]
type = ReversalDef
triggerall = !ishelper
trigger1 = numenemy
trigger1=((enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1")))
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = s10000,22
p2stateno = 288888
ignorehitpause = 1

[state 0]
type = targetstate
triggerall = !ishelper && numenemy
triggerall = roundstate = 2
trigger1=(enemy,name ="F1")&&(enemy,numpartner=0||(p2name="F1"&&p4name="F1"))
trigger1 = numtarget
value = 288888
ignorehitpause = 1

[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate<2
trigger1 = enemy,name="F1"||enemy,name="genjitsu"
trigger1 = numtarget<20
ID = 987654321
name = "987654321"
stateno = 987654321
pos = 0,999999999
postype = p1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 0

[State 5900]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 5900]
type = powerset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1
[State 5900]
type = Lifeset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1
[State 5900]
type = SelfState
trigger1 = name !="The black sun of Alsiel" && !ishelper
trigger1 = time > 0
value = 5050
ignorehitpause = 1
[State 5900]
type = ChangeState
trigger1 = name !="The black sun of Alsiel" && !ishelper
trigger1 = !alive
value = 5151
ignorehitpause = 1

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = enemynear,name !=  "Phantom Mizuchi JP"
triggerall = name = "The black sun of Alsiel"
trigger1 = life < lifemax/4
value = lifemax/4
kill = 0
ignorehitpause = 1

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

[State 24640]
type = poweradd
triggerall = name = "The black sun of Alsiel"
trigger1 = 1
value = 1000
ignorehitpause = 1

[state 24640]
type = varset
trigger1 = 1
var(55) = gametime+123456789

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

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

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

;==========================================================================================
;==========================================================================================
; 遠距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                
ctrl = 0                        
anim = 200                
poweradd = 20                   

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

[State 200]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 200, 1]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = S, NA                 
damage = 38, 0                   
getpower = 61,61
animtype = Light                
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 2, 4                 
sparkno = s22109 + (random%8)
sparkxy = -20, -69
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0            
ground.type = high               
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -6             
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3           
air.hittime = 12                


[State 200]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 50, -89 
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 5
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

;==========================================================================================
;==========================================================================================
;遠距離強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210,random%3

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999
scale = 0.7,0.7

[State 10121]
type = Explod
trigger1 = animelem = 7
anim = 10910
id = 211
postype = p1
sprpriority = 999999999
postype = p1
pos = 60,-70
removetime = 15
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 999
PauseMoveTime = 999

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

[State 210]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 186,15
getpower = 33,33
guardflag = M
pausetime = 20,10
sparkno = s22109 + (random%8)
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 210]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 30,10
sparkno = s22109 + (random%8)
sparkxy = 40, -69
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 210]
type = AfterImage
trigger1 = time = 0
time = 25
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

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

;==========================================================================================
;==========================================================================================
;遠距離 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

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

[State 230]
type = PlaySnd
trigger1 = animelem = 3
value = 240, 1

[State 230]
type = PlaySnd
trigger1 = animelem = 4
value = 210, 0

[State 230]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 230]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 100,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 14,15
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[State 240]
type = Projectile
triggerall = palno = [6,12]
trigger1 = Time = 0
attr = S, SA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

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

[State 230]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 230]
type = ChangeState
value = IfElse((Random < 600),11600,11800)
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
value = 4400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
value = IfElse((Random < 600),1100,2450)
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -130
trigger1 = MoveContact = 1

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

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

;==========================================================================================
;==========================================================================================
;遠距離 立ち強キック
;==========================================================================================
;==========================================================================================

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3

[State 240]
type = Explod
trigger1 = animelem = 3
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999
scale = 0.7,0.7

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

[State 240]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
;vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s22109 + (random%8)
sparkxy = -15,-106
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0

[State 240]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0

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

[State 240]
type = ChangeState
value = IfElse((Random < 600),230,1040)
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,80]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[State 240]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

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

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

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 46

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 5

[State 10121]
type = Explod
trigger1 = animelem = 4
anim = 10910
id = 211
postype = p1
pos = 24,-88
sprpriority = 999999999
postype = p1
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0


[State 240, 2]
type = Projectile
triggerall = palno = [6,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
projanim = 22148
projhitanim = -1
projid = 22148
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

;==========================================================================================
;==========================================================================================
;屈み弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

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

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

[State 400]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 2,4
sparkno = s22109 + (random%8)
sparkxy = -10,-37
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3


[State 400]
type = Projectile
triggerall = palno= [6,12]
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 38, -25
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

;==========================================================================================
;==========================================================================================
;屈み強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210,random%3

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

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

[State 410]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22109 + (random%8)
sparkxy = -10,-73
hitsound   = s310,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6


[State 410]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 60, -70
hitsound   = s310,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

;==========================================================================================
;==========================================================================================
;屈み弱キック
;==========================================================================================
;==========================================================================================

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 430
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

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

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

[State 430]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 2,4
sparkno = s22109 + (random%8)
sparkxy = -10,-12
hitsound   = s330,random%3
getpower = 30,30
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20


[State 430]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 38, -15
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 =  time = 0
value = 210,random%3

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

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

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s22109 + (random%8)
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,random%3
guardsound = s120,0
guard.sparkno = s22184
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1


[State 440]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 88, -15
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

;==========================================================================================
;==========================================================================================
;空中弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 600
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

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

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

[State 600]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s22109 + (random%8)
sparkxy = -10,-79
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3


[State 600]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 30, -70
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1
;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

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

[State 610]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -10,-76
hitsound   = s310,random%3
guard.sparkno = s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4


[State 610]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage    = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 30, -70
hitsound   = s310,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

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

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

[State 630]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s22109 + (random%8)
sparkxy = -5,-51
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3


[State 630]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -20
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3

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

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

[State 640]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 640, 3]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -10,-61
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4


[State 640]
type = Projectile
triggerall = palno = [6,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -40
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,random%3

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 46

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 5

[State 10121]
type = Explod
trigger1 = animelem = 2
anim = 10910
id = 211
postype = p1
pos = 31,-57
sprpriority = 999999999
postype = p1
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 2]
type = HitDef
triggerall = palno != [6,12]
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0


[State 240, 2]
type = Projectile
triggerall = palno = [6,12]
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
projanim = 22148
projhitanim = -1
projid = 22148
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = -1
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

;---------------------------------------------------------------------------
;緊急回避前
;---------------------------------------------------------------------------

[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

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

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

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

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

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

[State 700]
type = velset
trigger1 = animelem = 2
x = 12

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 50, 4]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a] 
type = afterimage
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 15
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 2

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

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

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

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

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

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

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

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

[State 701]
type = velset
trigger1 = animelem = 2
x = -12

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 50, 4]
type = AfterImage
triggerall = !ishelper
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a] 
type = afterimage
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 33
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 2

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

;---------------------------------------------------------------------------
;ダウン回避
;---------------------------------------------------------------------------

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

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

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

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

[State 702]
type = PlaySnd
trigger1 = Time = 1
value = 10004,0 

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

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

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

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

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22148
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 801       
p2stateno = 805 
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 801
ctrl = 0

;==========================================================================================
;==========================================================================================
;投げている自分
;==========================================================================================
;==========================================================================================

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

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

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0 
value = 10000,39
volume = 255

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 28
volume = -255

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

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 100,-135
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 120,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.8,0.8

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 9999999999
postype = p1
velset = 0,0
pos = 90,-120
bindtime = 1
supermove = 0
under = 0
ownpal = 1

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

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

[State -2]
type = targetLifeAdd
triggerall = palno != [7,12]
trigger1 = 1
value = -(Ceil(0.00005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = palno = [7,12]
trigger1 = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 801]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 15
postype = p1
offset = 70,0
velocity = 0
animtype  = Light
damage    = Ceil(0.05 * enemy,Const(data.life)),10
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22138
sparkxy = 40, -89 
hitsound   = s10000,28
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 801]
type = EnvShake
trigger1 = animelem = 5
time = 18
ampl = 18
freq = 95
phase = 95

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

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

;==========================================================================================
;==========================================================================================
;投げられている相手
;==========================================================================================
;==========================================================================================

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

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

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

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

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

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

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

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = NotHitBy
trigger1 = 1
value = SCA

[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 806]
type = lifeset
triggerall = enemynear,name="The black sun of Alsiel"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

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

[State 1050]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 10000,5

[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 = 10910
id = 211
sprpriority = 3
postype = p1
removetime = 10
pos = 56,-96
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
scale = 0.2,0.5

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2900, 1]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = player
keyctrl = 0
ownpal = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[State 1065]
type = SelfState
triggerall = !ishelper(1065)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1065]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) ,Ceil(0.007 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22109 + (random%8)
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
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 10620
projremovetime = 16
projid = 1050
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 0,0
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22109 + (random%8)
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
ownpal = 1

[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

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

[Statedef 11610]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[State 11610]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[state a]
type = playsnd
trigger1 = animelem = 6
value = 1000,0

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

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 10910
id = 211
sprpriority = 3
postype = p1
removetime = 10
pos = 56,-96
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
scale = 0.2,0.5

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 45,10
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
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
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
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
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
ownpal = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

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

[Statedef 3001]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 3007
ctrl = 0

[State 3001]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State 3001]
type = Explod
trigger1 = animelem = 7
anim = 10910
id = 211
sprpriority = 3
postype = p1
removetime = 10
pos = 56,-96
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
scale = 0.2,0.5

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

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

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

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(3002)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3002
ignorehitpause = 1

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

[State 3002]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3002]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3002

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

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

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

[State 3002]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0

[State 3002]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

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

[state 3002]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

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

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

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

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

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

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

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

[State 3004]
type = Projectile
triggerall = 1
trigger1 = time = 0
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-((1*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15

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

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2100,2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1100, 1

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 99999998
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 85
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------
;ヘルパー
[Statedef 18102]
type    = S
movetype= I
physics = N
anim = 18101
velset = 0,0
ctrl = 0

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(18102)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 18101
ignorehitpause = 1

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

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

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 18102

[State 180, 1]
type = VarRandom
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
v = 48
range = 0,5

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 0,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + (random%8)
guard.sparkno = s22184
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15
postype = p1
offset = 140,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 40,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 20,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + (random%8)
guard.sparkno = s22184
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[state a];
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
value = 801,1

[state 11311]
type = destroyself
trigger1 = time = 178

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシング・ラッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 22115]
type = S
movetype = I
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = time = 0 
fv = 21
value = 0

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = varset
trigger1 = time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

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

[State 191]
type = PlaySnd
trigger1 = time = 0
value = 10001,random%3
volume = 255

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s2562,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117

;==========================================================================================
;==========================================================================================
;ダッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22117]
type = S
movetype = I
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = time = 0 
fv = 21
value = 1

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22118

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State a]
type = Pause
trigger1 = projhit35902 = 1 || projguarded35902 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 25
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = -7, -85
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State a]
type = helper
trigger1 = projcontact35902 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22122
juggle = 12
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 1] 
type = turn 
trigger1 = fvar(21)<=8 && animTime=0 && p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((var(5)=1 && fvar(21)<=9 ),22117,22116)

;==========================================================================================
;==========================================================================================
;終了
;==========================================================================================
;==========================================================================================

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

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;==========================================================================================
;==========================================================================================
;ラッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22122]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(22122)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22122
ignorehitpause = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = Projectile
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7||AnimElem=8||AnimElem=9||AnimElem=10||AnimElem=11||AnimElem=12||AnimElem=13||AnimElem=14
attr = A, HA
projanim = 22152
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 5
projremovetime = 5
postype = p2
numhits = 2
offset = 0,0
animtype  = hard
damage    = Ceil(0.045*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシング・ラッシュ1pから6p
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 22118]
type = S
movetype = I
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2

[State 22118]
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = varset
trigger1 = time = 0 
fv = 21
value = 0

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = varset
trigger1 = time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

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

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s2562,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22119

;==========================================================================================
;==========================================================================================
;ダッシュ1pから6p
;==========================================================================================
;==========================================================================================

[Statedef 22119]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = time = 0 
fv = 21
value = 1

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22118

[State a]
type = Pause
trigger1 = projhit35901 = 1 || projguarded35901 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 25
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life))
getpower = 25,25
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = -7, -85
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State a]
type = helper
triggerall = palno != [7,12]
trigger1 = projcontact35901 = 1
trigger1 = numhelper(22121) = 0
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 12
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 1] 
type = turn 
trigger1 = fvar(21)<=8 && animTime=0 && p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((var(5)=1 && fvar(21)<=9 ),22119,22120)

;==========================================================================================
;==========================================================================================
;終了1pから6p
;==========================================================================================
;==========================================================================================

[Statedef 22120]
type = S
movetype = I
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;ラッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22122
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(22121)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22121
ignorehitpause = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = Projectile
triggerall = palno = [11,12]
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7||AnimElem=8||AnimElem=9||AnimElem=10||AnimElem=11||AnimElem=12||AnimElem=13||AnimElem=14||AnimElem=15||AnimElem=16||AnimElem=17||AnimElem=18
attr = A, HA
projanim = 22152
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 5
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = Ceil(0.015*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0

[State 1]
type = Projectile
triggerall = palno != 12
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7||AnimElem=8||AnimElem=9||AnimElem=10||AnimElem=11||AnimElem=12
attr = A, HA
projanim = 22152
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 5
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = Ceil(0.015*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 髑髏柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1450]
type    = S
movetype= I
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State 1450]
type = NotHitBy
trigger1 = 1
value = SCA
time = 40

[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 = [11,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 10
[state a]
type = varset
triggerall = palno != [11,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 6
[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 = 7
value = 0
[state a]
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(30)
v = 7
value = 1

[State 2900, 1]
type = helper
trigger1 = palno != [11,12]
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
trigger1 = palno = [11,12]
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = player
keyctrl = 0
ownpal = 1

;---------------------[連続]
[state a]
type = changestate
triggerall = palno = [11,12]
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,10]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != [11,12]
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno != [11,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,6]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

[Statedef 1412]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(1412)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1412
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 2562,1
volume = 255
[state a]
type = playsnd
trigger1 = time = 0
value = 10000,28
volume = 255
[state a]
type = playsnd
trigger1 = time = 0
value = 10000,49
volume = 255

[State 0]
type = Explod
trigger1 = time = 0
anim = 26500
id = 26500
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
scale = 0.75,0.75
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time = 0
anim = 26550
id = 26550
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
scale = 0.75,0.75
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10165
id = 10165
sprpriority = 3
postype = p1
pos = 0,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
scale = 1.1,1.1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22108
sprpriority = 5
postype = p1
pos = 0,-110
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 1412]
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -15
freq = 95
phase = 95

[State 2]
type = Projectile
trigger1 = time = 0
attr = S, SP
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)),Ceil(0.008 * enemy,Const(data.life))
getpower = 61,61
guardflag = M
projanim = 22150
projid = 22150
projremove = 0
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = -1
sparkxy = -7, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ディメンション・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1950]
type = A
ctrl = 0
anim = 3000
velset = 0,0

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

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

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,33

[State 1950]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0

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

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

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

[Statedef 1955]
type = S
ctrl = 0
anim = 3001
velset = 0,0

[State 1955]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

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

[state a];移動制御
type = posset
trigger1 = time = 0
y = 0
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -50
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 50

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.7,0.7

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state 200]
type = ctrlset
trigger1 = time = 7
value = 1

[State z]
type = ChangeState
trigger1 = StateType = A
trigger1 = AnimTime = 0
value = 51
ctrl = 1

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

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

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

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

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 3+ (random%3),-2 + (random%2)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3

[State 1100]
type = PlaySnd
trigger1 = animelem = 1
value = 10000,46
volume = 255

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

[State 1100]
type = Explod
trigger1 = animelem = 3
anim = 26500
ontop = 1
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 1100]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 16
trigger1 = time <= 32
projanim = 22185
projid = 22185
projremove = 0
projremovetime = 2
projpriority = 5
attr = S, SP
damage   = 50,5
animtype = Hard
hitflag = MAFPD
guardflag = M
sparkno = -1
guard.sparkno = s22184
hitsound = s10000,42
guardsound = s120,0
pausetime = 0,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 17
ground.velocity = 0,-11
air.velocity = 0,-11
air.fall = 1
fall.recover = 0

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; フォトンスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11101]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3007
ctrl = 0

[State 11101]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

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

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

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

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

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

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(11100)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11100
ignorehitpause = 1

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

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

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

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

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

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

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

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

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

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

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

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

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

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

[state 11125]
type = playsnd
trigger1 = time = 0
value = 10000,48
volume = 255
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,49
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,40
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,28
volume = -255
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,27
volume = -255

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

[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.3,0.3
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.5,0.5
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
[State 11125]
type = Helper
triggerall = numhelper(22101) < 3
trigger1 = time = 0
trigger3 = time = 20
id = 22101
stateno = 22101
pos = 0,0
ownpal = 0
helpertype = player
ignorehitpause = 1
[State 11125]
type = Explod
trigger1 = time = 0
anim = 22138
sprpriority = 7
postype = p1
pos = 0,0
ignorehitpause = 1

[State 11125]
type = Projectile
trigger1 = time = 0
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.025 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-((1*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ミラー・ウォール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11600]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

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

[State 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1300,0

[State 11600]
type = Projectile
trigger1 = animelem = 3
attr = A, NA
projanim = 22152
projid = 11010
projremove = 0
projremovetime = 7
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 90,9
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = s10180
sparkxy = -60,60
hitsound   = s1150,0
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
p2stateno = 14200

[State 11600]
type = ChangeState
value = 4400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

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

[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 14200]
type = SelfState
triggerall = name = "The black sun of Alsiel"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 14200]
type = SelfState
trigger1 = name = "The black sun of Alsiel"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 14200]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 14200]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[State 14200]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 14200]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state 14200]
type = veladd
trigger1 = 1
y = 0.49

[State 14200] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50

[State 14200] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

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

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

[State 11500]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State 1]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 5
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 5||Animelem=6
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

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

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(11502)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11502
ignorehitpause = 1

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

[State 1110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11502
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

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

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

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

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

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

;=================================================================================
;=================================================================================
グラウディースフィア
;=================================================================================
;=================================================================================

[Statedef 1800]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 3007
ctrl     = 0
sprpriority = 3

[State 1800]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1300,0
volume = 255

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14
volume = -255

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 5
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10175
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 10
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10175
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10175
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-40
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10175
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-70
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10175
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-100
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10175
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10175
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

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

;=================================================================================
;=================================================================================
3wayオロチ
;=================================================================================
;=================================================================================

[Statedef 1210]
type    = S
movetype= I
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 22105
poweradd = 40
sprpriority = 2
juggle = 2

[State 10000]
type = PlaySnd
trigger1 = AnimElem = 7
value = 10000,18

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1201
id = 1201
helpertype = normal
pos = 0,0

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1202
id = 1202
helpertype = normal
pos = 0,-52

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1203
id = 1203
helpertype = normal
pos = 0,-52

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

;=================================================================================
ヘルパー

[Statedef 1201]
anim = 22104
sprpriority = 99999
velset = 6,0

[State 1]
type = SelfState
triggerall = !ishelper(1201)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1201
ignorehitpause = 1

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

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40070) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22181
projid = 22181
projremove = 0
projremovetime = 2
velocity = 9
offset = 0,-70
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
ヘルパー

[Statedef 1202]
movetype = I
anim = 22104
sprpriority = 99999
velset = 6,-6

[State 1]
type = SelfState
triggerall = !ishelper(1202)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1202
ignorehitpause = 1

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

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 45

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40080) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22182
projid = 22182
projremove = 0
projremovetime = 2
velocity = 9,-9
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
ヘルパー

[Statedef 1203]
movetype = I
anim = 22104
sprpriority = 99999
velset = 0,-6

[State 1]
type = SelfState
triggerall = !ishelper(1203)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1203
ignorehitpause = 1

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

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 80

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40090) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = abs(Pos Y) > 300

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22183
projid = 22183
projremove = 0
projremovetime = 2
velocity = 0,-9
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
;=================================================================================
エクスプロージョンスフィアΩ
;=================================================================================
;=================================================================================

[Statedef 1700]
type     = S
movetype = I
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 3

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

[State 1700]
type = Explod
trigger1 = animelem = 1
anim = 10910
id = 211
postype = p1
sprpriority = 999999999
postype = p1
pos = 30,-85
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,17
volume = 255

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

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 7
value =1300,0

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =10000,18

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

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,33

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

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

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

[Statedef 1720]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 28000
ownpal = 1
sprpriority = 999

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(1720)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1720
ignorehitpause = 1

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

[State 1009]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

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

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

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000]
type = VelSet
trigger1 = 1
x = (P2Dist X)/10
y = (P2Dist Y+(enemynear(0),const(size.mid.pos.y)))/10

[State 1000]
type = VarRandom
trigger1 = 1
v = 48
range = 0,360

[State 2000]
type = Explod
trigger1 = time < 140
anim = 22131
pos = Ceil(100*cos(pi*var(48)/180)),Ceil(100*sin(pi*var(48)/180))
vel = -10*cos(pi*var(48)/180)+vel X,-10*sin(pi*var(48)/180)+vel Y
removetime = 10
ownpal = 1

[State 1000]
type = Explod
trigger1 = time < 150
trigger1 = GameTime%5 = 0
anim = 10910
scale = 0.5,0.5
ontop = 1

[State 1000]
type = Explod
trigger1 = time < 150
anim = 26000
scale = 0.5,0.5
ontop = 1

[State 1000]
type = Projectile
trigger1 = time < 150
projanim = 22179
projid = 22183
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage = 20 ,1
hitflag = MAFPD
guardflag = M
hitsound = s10000,2
guardsound = s10000,2
pausetime = 10,10
sparkno = s22138
guard.sparkno = s22184
ground.type = High
ground.hittime = 21
ground.slidetime = 21
air.juggle = 8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1234
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0

[State 1000]
type = DestroySelf
trigger1 = time > 150

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

[State 1234]
type = SelfState
triggerall = name = "The black sun of Alsiel"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 1000]
type = SelfState
trigger1 = time > 10
value = 5050

;=================================================================================
;=================================================================================
レールフォース
;=================================================================================
;=================================================================================

[Statedef 1080]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 2

[State 1080]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 2000,3

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 2563,4

[State 1000, 1]
type = PlaySnd
trigger1 = time = 18
value = 801,1

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 11,1

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
trans =sub
sprpriority = 999

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 40
id = 10004
scale = 0.09*(time-30),1

[State 240, 4]
type = ModifyExplod
trigger1 = time > 50
id = 10004
scale = 0.6,0.05*(70-time)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2]
type = Projectile
trigger1 = time = 20
attr = S, SP
animtype  = hard
damage    = 80
getpower = 61,61
guardflag = M
projanim = 10050
projhitanim = -1
projid = 10050
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 35
postype = p1
offset = 10,-90
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[State 1080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
エクスプローディングスフィア
;=================================================================================
;=================================================================================

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1250]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 245,-70
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 275,-45
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
p2stateno = 9000

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

;=================================================================================
;=================================================================================
エクスプローディングスフィア2 AI用
;=================================================================================
;=================================================================================

[Statedef 1260]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1250]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3000]
type = Projectile
trigger1 = animelem=3
projid = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 1260]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

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

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

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

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

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

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

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 12300]
type = Explod
trigger1 = animelem = 4
anim = 10910
id = 211
postype = p1
sprpriority = 999999999
postype = p1
pos = 30,-85
removetime = 20
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 10

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 12310
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 12310]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 11101
ownpal = 1
sprpriority = 999

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(12310)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 12310
ignorehitpause = 1

[State 12310]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 12310]
type = Explod
trigger1 = (gametime%4)=0
anim = 11110
id = 11110
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = sub
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 12310]
type = ModifyExplod
trigger1 = 1
id = 11110
scale= 0.1+0.1*(gametime%9),0.1+0.1*(gametime%9)

[state 12310]
type = removeexplod
trigger1 = time>=70
id = 11110

[State 1110]
type = Projectile
triggerall = palno != [7,12]
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage    = ceil(0.003*enemy,const(data.life)),ceil(0.002*enemy,const(data.life))
guardflag = M
hitflag = MAFD
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
p2stateno=9000

[State 1110]
type = Projectile
triggerall = palno = [7,12]
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage    = Ceil(0.1 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAFD
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3

[state 12310]
type = destroyself
trigger1 = Time>=75
;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------
[Statedef 12360]
type    = A
movetype= H
physics = N
velset = 0,0

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 1.8+((random%4)*0.2)
voulme = 255

[State 12360]
type = lifeadd
trigger1 = (gametime%5)=0
value = -(Ceil(0.005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 12360]
type = poweradd
trigger1 = (gametime%2)=0
ignorehitpause = 1
value = -(Ceil(0.5 * Const(data.power)))

[State 12360]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 12360]
type = destroyself
trigger1 = ishelper

[State 12360]
type = angledraw
trigger1= 1
scale= 1.0+0.2*(gametime%4),1.0+0.2*(gametime%4)

[State 12360] 
type = changestate
trigger1 = time>=350||roundstate>=3||!alive
value = 10381

[Statedef 30530]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 20
value = 10000,33

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 10000, 36
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 10000,22
persistent = 0

[state 30051]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

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

[State 6400000]
type = Projectile
trigger1 = numprojid(30530) = 0
trigger1 = time = 20
attr = S, SA
animtype  = hard
damage = 21474836
projremovetime = 20
postype = p2
projremove = 1
getpower = 0,0
givepower = -99999999999999999999999
hitflag = MAFD
guardflag = 
projanim = 22179
projid = 30530
offset = 0,0
pausetime = 0,30
guard.pausetime = 2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
p2stateto = 5150

[State 6400000]
type = Explod
trigger1 = time = 18
trigger1 = numexplod(30530) = 0
id = 30530
anim = 3053
sprpriority = 8
postype = p2
pos = -5,-50
bindtime = 1
under = 0
ownpal = 1

[State 6400000]
type = EnvColor
trigger1 = winko
time = 20
value = 255,0,0
under = 2
persistent = 0
ignorehitpause = 1

[State 2205]
type = Turn
trigger1 = P2dist X < 0

[State 11052]
type = PlaySnd
trigger1 = var(37) = 1
trigger1 = time = 20
value = 10000,53
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(37) != 1
value = 0
ctrl = 1

[State 240, 4]
type = ChangeState
trigger1 = var(37) = 1
value = 24640
ctrl = 1

[Statedef 11050]
type = S
movetype = I
physics = S
poweradd = 500
anim = 11050
ctrl = 0
velset = 0,0

[State 11050]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
pausetime = 0,45
sparkno = s22138
guard.sparkno = -1
p1stateno = 11051
time = 2
priority = 7, hit
ignorehitpause = 1

[State 11050]
type = HitOverride
trigger1 = palno != [11,12]
trigger1 = time = [0,94]
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11051
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11050]
type = ChangeState
triggerall = palno = [11,12]
triggerall = numhelper(6400000)
trigger1 = helper(6400000),gethitvar(damage)
value = 11051

[State 11050]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0

[State 11050]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11051]
type     = S
movetype = I
physics  = S
ctrl     = 0

[State 11051]
type = Pause
trigger1 = time = 0
time = 40
movetime = 40
ignorehitpause = 1
persistent = 1

[State 11052]
type = PlaySnd
trigger1 = time = 0
value = 10000,54

[State 11051]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2  = NoKOSnd
flag3 = TimerFreeze
ignorehitpause = 1

[State 11051]
type = BGPalFx
trigger1 = time = 0
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1

[State 11051]
type = PosAdd
trigger1 = time = 9
x = ceil(P2Dist X) + 80

[State 11051]
type = PosSet 
trigger1 = Time = 3 && Facing = 1
x = (enemy,Pos X+(80*(facing*-1)))*(enemy, Facing);* (facing = -1)

[State 11051]
type = PlayerPush
trigger1 = 1
value = 0
time = -1

[State 100]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 11051]
type = ChangeState
trigger1 = Time = 16
Value = 11052

[Statedef 11052]
type     = S
movetype = I
physics  = S
juggle   = 2
anim     = 0

[State 11052]
type = PlaySnd
trigger1 = time = 1
value = 10000,29

[State 11052]
type = PlayerPush
trigger1 = 1
value = 0

[State 11052]
type = Turn
trigger1 = Time = 0 && P2Dist X < 0 && Facing = 1
persistent = 0

[State 11052]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AT,AP
time = 40

[State 11052]
type = ChangeState
trigger1 = palno != [7,12]
trigger1 = Time = 1
value = 0
ctrl = 1

[State 11052]
type = ChangeState
trigger1 = palno = [7,12]
trigger1 = Time = 1
value = 30530
ctrl = 1

[Statedef 11053]
type = S
movetype = I
physics = S
anim = 11050
ctrl = 0
velset = 0,0

[State 11053]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
pausetime = 0,45
sparkno = -1
guard.sparkno = -1
p1stateno = 11054
time = 2
priority = 7, hit
ignorehitpause = 1

[State 11053]
type = HitOverride
trigger1 = palno != [11,12]
trigger1 = time = [0,94]
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11054
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11053]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0

[State 11053]
type = changestate
trigger1 = time >= 112
value = 0
ctrl = 1

[Statedef 11054]
type     = S
movetype = I
physics  = S
ctrl     = 0

[State 11054]
type = Pause
trigger1 = time = 0
time = 40
movetime = 40
ignorehitpause = 1
persistent = 1

[State 11054]
type = PlaySnd
trigger1 = time = 0
value = 10000,54

[State 11054]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2  = NoKOSnd
flag3 = TimerFreeze
ignorehitpause = 1

[State 11054]
type = BGPalFx
trigger1 = time = 0
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1

[State 11054]
type = PosAdd
trigger1 = time = 9
x = ceil(P2Dist X) + 80

[State 11054]
type = PosSet 
trigger1 = Time = 3 && Facing = 1
x = (enemy,Pos X+(80*(facing*-1)))*(enemy, Facing);* (facing = -1)

[State 11054]
type = PlayerPush
trigger1 = 1
value = 0
time = -1

[State 11054]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 11054]
type = ChangeState
trigger1 = Time = 16
Value = 11055

[Statedef 11055]
type     = S
movetype = I
physics  = S
juggle   = 2
anim     = 0

[State 11055]
type = PlaySnd
trigger1 = time = 1
value = 10000,29

[State 11055]
type = PlayerPush
trigger1 = 1
value = 0

[State 11055]
type = Turn
trigger1 = Time = 0 && P2Dist X < 0 && Facing = 1
persistent = 0
[State 11055]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
[state a]
type = posset
trigger1 = time = 0
y = 0
[State 11055]
type = ChangeState
trigger1 = Time = 1
value = 30540
ctrl = 1

[Statedef 30540]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 11054]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 210, 1]
type = PlaySnd
trigger1 = time = 20
value = 10000,33

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 10000, 36
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 10000,22
persistent = 0

[state 30051]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1
[state 23000]
type = targetdrop
triggerall = numtarget
trigger1 = roundstate>=3&&enemy,alive=0&&enemy,stateno=5150
[State 6400000]
type = Projectile
trigger1 = numprojid(30540) = 0
trigger1 = time = 20
attr = S, SA
animtype  = hard
damage = 21474836
projremovetime = 20
postype = p2
projremove = 1
getpower = 0,0
givepower = -99999999999999999999999
hitflag = MAFD
guardflag = 
projanim = 22179
projid = 30540
offset = 0,0
pausetime = 0,30
guard.pausetime = 2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
p2stateto = 5150
[State 6400000]
type = Explod
trigger1 = time = 18
trigger1 = numexplod(30540) = 0
id = 30540
anim = 3053
sprpriority = 8
postype = p2
pos = -5,-50
bindtime = 1
under = 0
ownpal = 1
[State 6400000]
type = EnvColor
trigger1 = winko
time = 20
value = 255,0,0
under = 2
persistent = 0
ignorehitpause = 1
[State 2205]
type = Turn
trigger1 = P2dist X < 0
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ウェベーリゼーション
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------
[Statedef 25555]
type    = S
movetype= I
physics = S
juggle  = 20
poweradd= 80
ctrl = 0
velset = 2,0
anim = 25555
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,46
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,28
volume = -255
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,49
volume = -255
[State 240, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 10000,39

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 26550
sprpriority = 2
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999
scale = 0.7,0.7

[State 2300]
type = Explod
trigger1 = animelem = 6
anim = 22174
sprpriority = 2
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = projhit25557 = 1
anim = 22109 + (random%8)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded25557 = 1
anim = 22184
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 =AnimElem=6||AnimElem=7||AnimElem=8||AnimElem = 9
attr = S, NA
projanim = 25557
projid = 25557
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
animtype  = diagup
damage    = Ceil(0.03 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
juggle = 15
p2stateno = 9000

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

[Statedef 32600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

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

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,5
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,20
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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


[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
anim = 1040
ctrl = 0
sprpriority = 2

[State 1040]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1040]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,5

[State 1040]
type = VelSet
trigger1 = AnimElem = 3
y = -8

[State 1040]
type = VelSet
trigger1 = AnimElem = 3 > 0
x = 2.5

[State 1040]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 100,10
priority  = 5
guardflag = MA
pausetime = 11,11
sparkno = s22109 + (random%8)
sparkxy = -10,-70
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = Hard
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -2,-5.5
air.velocity = -2,-5.5
fall = 1

[State 1040]
type = Explod
trigger1 = animelem = 1
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 20,-40
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[state 1040]
trigger1 = AnimElem = 3 > 0
type = Gravity

[State 1040]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000,19

[State 1040]
type = ChangeState
trigger1 = AnimElem = 7
value = 1041

[Statedef 1041]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
anim = 1046
ctrl = 0
sprpriority = 2

[State 1041]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 1015, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 70,7
priority  = 5
guardflag = MA
pausetime = 11,11
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -10,-70
hitsound   = s10000,10
guardsound = s120,0
ground.type = hard
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4,9.5
air.velocity = -4,9.5
fall = 1
fall.recover = 0

[state 1015, 5]
trigger1 = AnimElem = 3 > 0
type = Gravity

[State 1015, 9]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1049