
;==========================================================================================
;==========================================================================================
;変数使用?

;?1 = キャラク??のモ?ド変更
;?2 = 勝利??ズ変更
;?3 = クイックMAX判定
;?4 = スロ?処理
;?5 = 強弱??ン判定
;?6 = 通常攻撃?イス、乱数指定
;?7 = 火??コ?ンド受付判定
;?8 = MAX発動判定
;?9 = MAX発動時のパワ?セット(仮)
; 10 = プレイヤ?の向き設定
; 11 = MAX発動コ?ンド判定
; 12 = KOサウンド
; 13 = 火??連続?メ?ジ規制
; 14 = 混ヒットカウント関係
; 15 = ハイジャンプ
; 16 = 小ジャンプ
; 17 = ?メ?ジ補正に使用
; 18 = オロ?火柱回数
; 19 = 背景のフェ?ドイン、フェ?ドアウト
; 20 = MAX超ヒット判定

;==========================================================================================
;==========================================================================================
;追加分

; 30       = AI判定
; 39?59   = 使用
; fv19?39 = 使用

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


[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 100
liedown.time = 0
airjuggle = 99999
sparkno = 2
guard.sparkno = 40
KO.echo = 0
 volume = -50
  IntPersistIndex = 0
FloatPersistIndex = 0
power = 5000

[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     = 10
walk.back    = -8
run.fwd      = 24, -3.8
run.back     = -13,-3.8
jump.neu     = 0,-10.6
jump.back    = -10,1
jump.fwd     = 8,1
runjump.back = -8,-8.1
runjump.fwd  = 12,-8.1
airjump.neu  = 0,-8.1
airjump.back = -8
airjump.fwd  = 8 

[Movement]
airjump.num     = 1
airjump.height  = 35
yaccel          = .44
stand.friction  = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; 立ち
;---------------------------------------------------------------------------

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

[state 0]
type = destroyself
trigger1 = ishelper

[State 0]
type = ChangeAnim
triggerall = name = "Alsiel Orochi"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = VelSet
triggerall = name = "Alsiel Orochi"
trigger1 = Time = 0
y = 0

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

[State 0]
type = lifeset
trigger1 = name != "Alsiel Orochi"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "Alsiel Orochi"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "Alsiel Orochi"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "Alsiel Orochi"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "Alsiel Orochi"
x = 0
y = 0

[State 0]
type = CtrlSet
triggerall = name != "Alsiel Orochi"
trigger1 = alive
value = 0

[State 0]
type = ChangeState
triggerall = name != "Alsiel Orochi"
trigger1 = alive && time >= 20
value = 13121

[State 0]
type = ChangeState
triggerall = name != "Alsiel Orochi"
trigger1 = !alive
value = 104010

[State 0]
type = ChangeState
triggerall = name = "Alsiel Orochi"
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 100]
type = VelSet
trigger1 = animelem = 3;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

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

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

[State 101]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

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

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

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

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

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

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

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

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

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

[State 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
physics = S
ctrl = 0
anim = 104
velset = 0,0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state 170]
type = changeanim
trigger1 = time = 0
value = 171

[State 170]
type = PlaySnd
trigger1 = Time = 10
value = 11,0
freqmul = 0.8+((random%2)*0.2)



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

[Statedef 180]
type = S

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

[State 180]
type = ChangeState
trigger1 = var(2) = 0
value = 184

[State 180]
type = ChangeState
trigger1 = var(2) = 1
value = 186

[State 180]
type = ChangeState
trigger1 = var(2) = 2
value = 187

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

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = PlaySnd
trigger1 = animelem = 9
value = 184,0
freqmul = 1.0+((random%2)*0.2)

[State 184]
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

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

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

[State 186]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 186]
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 186]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

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

[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
freqmul = 1.0+((random%2)*0.2)


[State 187]
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 187]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

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

 通常登場(イントロ分岐)
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2

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

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 0
value = 192

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
value = 193

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 2
value = 194

;---------------------------------------------------------------------------
; 登場 ?を破り蝶は舞う
;---------------------------------------------------------------------------

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

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

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


[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,1
freqmul = 1.0+((random%2)*0.2)


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

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

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

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


;---------------------------------------------------------------------------
; 登場 我より優れる者はなし
;---------------------------------------------------------------------------

[Statedef 193]
type = S
ctrl = 0
anim = 18400
velset = 0,0
range = 0,2

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 9
value = 184,0
Channel = 0
freqmul = 1.0+((random%2)*0.2)

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

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 2461
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 237
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time =236
anim = 2462
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 190
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .05,.05
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 195
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .10,.10
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 200
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .15,.15
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 205
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .25,.25
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 210
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 215
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .34,.34
bindtime = 1
supermove = 1
removetime = 45
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 40
anim = 2463
sprpriority = 5
postype = p1
pos = 45,-150
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 220
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 65
anim = 2464
sprpriority = 5
postype = p1
pos = 45,-100
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 195
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 90
anim = 2465
sprpriority = 5
postype = p1
pos = 45,-50
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 170
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 115
anim = 2466
sprpriority = 5
postype = p1
pos = 45,0
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 145
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 140
anim = 2467
sprpriority = 5
postype = p1
pos = -50,-150
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 120
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 165
anim = 2468
sprpriority = 5
postype = p1
pos = -50,-100
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 95
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 190
anim = 2469
sprpriority = 5
postype = p1
pos = -50,-50
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 70
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 215
anim = 2470
sprpriority = 5
postype = p1
pos = -50,0
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 45
under = 0

;[state a]
;type = changestate
;trigger1 = time = 1
;trigger1 = var(1) = 1
;value = 192
 ;

;[State 191, 3];?してみせよ
;type = PlaySnd
;trigger1 = animelem = 11
;value = 190,0

;[State 191, 3];火柱
;type = PlaySnd
;trigger1 = animelem = 13
;value = 190,1

;[State 191, 3];火柱
;type = PlaySnd
;trigger1 = animelem = 14
;value = 190,2

;[State 1000, 5]
;type = Explod
;trigger1 = animelemtime(11) = 1
;anim = 191
;id = 191
;sprpriority = 5
;postype = p1
;pos = 0,0
;bindtime = 1
;supermove = 1
;under = 0

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

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

;---------------------------------------------------------------------------
; 登場 魂を握りつぶす
;---------------------------------------------------------------------------

[Statedef 194]
type = S
ctrl = 0
anim = 2500
velset = 0,0
range = 0,2

[State 1020, 4];画面シェイク
type = EnvShake
;trigger1 = animelem = 7
trigger1 = animelem = 4
time = 15
ampl = -12
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 2510
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 2300,3

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2300,1
freqmul = 1.0+((random%2)*0.2)

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

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

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

[state 195]
type = null;varset
trigger1 = time = 0
v = 30
value =1

[State 195]
type = changeanim
trigger1 = time = 0
value = 196

[State 195]
type = null;HitOverride
trigger1 = 1;AnimElem = 1, >= 0 && AnimElem = 6, < 0
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 14111
ignorehitpause = 1

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

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

[Statedef 14111]
type = S
ctrl = 1
anim = 0
velset = 0,0

[State 14111] 
type = superpause 
trigger1 = time = 0 
time = 30
movetime = 30
anim = -1
darken = 0

[State 14111]
type = PlaySnd
trigger1 = time = 0 
value = 2562,7

[State 14111]
type = Explod
trigger1 = time = 0 
anim = 3499
sprpriority = 5
postype = p2
pos = 55,-70
bindtime = 1
supermove = 1
under = 0

[State 14111] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 14111] 
type = PlayerPush 
trigger1 = Time >= 0 
value = 0

[State 14111]
type = posadd
trigger1 = time = 0
x = p2dist x+45

[state 14111]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

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

[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]
type = Projectile
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 + var(35)
sparkxy = 50, -89 
hitsound   = s300, var(6)
guard.sparkno = s22113
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]
type = ctrlset
trigger1 = animelem = 4
value = 1

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

;==========================================================================================
;==========================================================================================
; 近距離立ち弱パン?
;==========================================================================================
;==========================================================================================

[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                     
ctrl = 0                         
anim = 205                       
poweradd = 0                  
sprpriority = 2                 

[State 205]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 205]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 205]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22135
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 + var(35)
sparkxy = 40, -69
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -1.4,-3

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 205]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離強パン?
;==========================================================================================
;==========================================================================================

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

[State 210]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
under = 0
ownpal = 1
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 = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
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 = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

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

;==========================================================================================
;==========================================================================================
; 近距離立ち強パン?
;==========================================================================================
;==========================================================================================

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 20

[State 215]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215]
type = Explod
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215]
type = Veladd
Trigger1 = projhit35600 = 1 && FrontEdgeDist <= 60 || projguarded35600 >= 1 && FrontEdgeDist <= 60
x = -6.4

[State 215]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 15

[State 215]
type = Projectile
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
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 = M
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

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

;==========================================================================================
;==========================================================================================
; 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 230]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 230]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 230]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 230]
type = Projectile
trigger1 = AnimElem = 4
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(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

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

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

;==========================================================================================
;==========================================================================================
; 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 235]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 235]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 235]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 235]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 235]
type = Projectile
trigger1 = AnimElem = 4
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(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[state 235]
type = posadd
trigger1 = animelem = 3
x = 4

[State 235]
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 = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[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
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

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

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

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

;==========================================================================================
;==========================================================================================
; 近距離立ち強キック
;==========================================================================================
;==========================================================================================

[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 245]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 245]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 245]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 245]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state 245]
type = posadd
trigger1 = animelem = 3
x = 4

[State 245]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱パン?
;==========================================================================================
;==========================================================================================

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

[State 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]
type = Projectile
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 + var(35)
sparkxy = 38, -25
hitsound   = s300, var(6)
guard.sparkno = s22113
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 = 4
value = 1

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

;==========================================================================================
;==========================================================================================
;屈み強パン?
;==========================================================================================
;==========================================================================================

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

[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]
type = Projectile
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 + var(35)
sparkxy = 60, -70
hitsound   = s310,var(6)
guard.sparkno = s22113
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 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= 0
ctrl = 0
anim = 430
sprpriority = 2

[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]
type = Projectile
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 + var(35)
sparkxy = 38, -15
hitsound   = s330, var(6)
guard.sparkno = s22113
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 = 4
value = 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 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]
type = Projectile
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 + var(35)
sparkxy = 88, -15
hitsound   = s340, var(6)
guard.sparkno = s22113
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 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;空中弱パン?
;==========================================================================================
;==========================================================================================

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

[State 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]
type = Projectile
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 + var(35)
sparkxy = 30, -70
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;==========================================================================================
;==========================================================================================
;空中強パン?
;==========================================================================================
;==========================================================================================

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

[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]
type = Projectile
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 + var(35)
sparkxy = 30, -70
hitsound   = s310, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

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

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

[State 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]
type = Projectile
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 + var(35)
sparkxy = 43, -20
hitsound   = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

;==========================================================================================
;==========================================================================================
;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 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]
type = Projectile
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 + var(35)
sparkxy = 43, -40
hitsound   = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;==========================================================================================
;==========================================================================================
;投げ
;==========================================================================================
;==========================================================================================

[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 = 215
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 801]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2550, 0

[state 801]
type = playsnd
trigger1 = AnimElem = 5
value = 2562,27

[State 801]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2551, 0

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

[State 801]
type = Explod
trigger1 = animelemtime(6) = 6
anim = 2553
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 801]
type = Explod
trigger1 = animelem = 5
anim = 22109 + var(35)
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0


[State 801]
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0


[State 801]
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22114
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
trans = sub

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1
trans = add

[State 801]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0

[state 801]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 2416

[State 801]
type = TargetLifeAdd
trigger1 = animelem = 5
value = Ceil(-0.08 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1

[State 801]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22156
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 70,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.06,0.02)) * enemy,Const(data.life)) ,0
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89 
hitsound   = s225,1
guard.sparkno = s22113
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="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 805]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state 805]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state 805]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state 805]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 805]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;==========================================================================================
;==========================================================================================
;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="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
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="Alsiel Orochi"&&enemynear,palno=11
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 

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

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

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

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1050]
type = helper
trigger1 = Animelem = 8 || Animelem = 9&&palno=11&&var(29)>= 1
id = 1050
persistent = 1
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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

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

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

[State 1065]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 30,30
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
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
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1150]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 25

[State 1150]
type = Explod
trigger1 = time = 20
anim = 22070
sprpriority = 10
postype = p1
velset = 0,0
pos = -15,-80
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = PlaySnd
trigger1 = time = 20
value = 2562, 22

[State 1150] 
type = superpause 
trigger1 = time = 20
time = 50
anim = -1
darken = 0

[State 1150]
type = helper
triggerall = var(29) <= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 31503
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 12503
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

[state 11101]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 11101]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[state 11101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 11100]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2


[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 11100]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11100]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=11&&root,var(29)>=1)*2.0))

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=11&&root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=11&&root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=11&&root,var(29)>=1)*2.0))

[State 11100]
type = ReversalDef
trigger1 = root,palno=11
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[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 = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=11
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11100]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

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

[Statedef 11122]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2


[State 11122]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11122]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11122]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state 11122]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0))

[State 11122]
type = ReversalDef
trigger1 = root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11122]
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 11122]
type = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=12
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000

[state 11122]
type = posset
trigger1 = !ishelper
y = 0

[state 11122]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11122]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11122]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11122]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

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

[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 = 2562,35

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[state 11125]
type = varset
trigger1 = time = 0
v = 1
value = 0

[State 11125]
type = VarAdd
trigger1 = var(1) <= 21
v = 1
value = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22127
id = 22106
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1


[State 11125]
type = Explod
trigger1 = time = 0
anim = 22163
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22106
scale = 1.2 - var(1)/15.0 , 1.2 - var(1)/15.0

[State 11125]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = time = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
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 = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[state 11125]
type = destroyself
trigger1 = AnimTime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具3(弱)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 11600]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 11600]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 11599]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 10
x = -1

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 10
x = 1

[state 1]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 10
y = -0.2

[state 1]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 10
y = 0.2

[State 1]
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11130
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11131
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = DestroySelf
trigger1 = time >= ((root,var(1) = 1)*60)+80
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;==========================================================================================
;==========================================================================================
;光2
;==========================================================================================
;==========================================================================================

[Statedef 11131]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,10
ctrl = 0
sprpriority = 2

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = -0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
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 1]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * 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 = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

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

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;==========================================================================================
;==========================================================================================
;光2
;==========================================================================================
;==========================================================================================

[Statedef 11130]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,-10
ctrl = 0
sprpriority = 2

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = 0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
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 1]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
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(0.0025 * 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 = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

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

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具3(強)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

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

[State 1]
type = helper
trigger1 = Animelem = 5||Animelem=6&&palno=12&&var(29)>=1
id = 11500+(palno=12&&var(29)>=1)
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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

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

[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11501))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11501))*0.6)

[State 1]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12503

[State 11502]
type = DestroySelf
trigger1 = time >= ((root,var(1)=1)*80)+100+((ishelper(11501))*50)

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

[Statedef 12503]
type = S
movetype = A
physics = N
anim = 22159
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1]
type = helper
trigger1 = Animelem = 2
id = 11500
persistent = 0
name = "hikari"
pos = 20,20
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2552, 0
volume = -50

[State 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2562, 33
volume = 220

[State 1]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.007 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11508]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 2900]
type = helper
trigger1 = Animelem = 18
id = 11509
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 11509
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11509]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 32

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0


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


[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 80
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
v = 5
value = ifelse(var(30)!=0,(command="b"),(random%2))

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
fv = 21
value = 0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31

[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

;==========================================================================================
;==========================================================================================
;?ッシュ
;==========================================================================================
;==========================================================================================

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

[state a]
type = varadd
trigger1 = palno = 12 && time = 0 
fv = 21
value = 1

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
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
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = MAF
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
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
p2stateno = 19000

[State a];ヘルパ
type = Helper
trigger1 = projcontact35901 = 1
trigger1 = NumHelper(22121) = 0 || palno=12&&var(5)=1
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1
PauseMoveTime = 9999999

[State 1] 
type = turn 
trigger1 = palno=12&&fvar(21)<=4+((var(29)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((palno=12&&var(5)=1&&fvar(21)<=5+((var(29)>=1)*4)),22117,22116)

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

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

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

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

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

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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Projectile
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil((0.005-((root,palno=12&&root,var(5)=1)*0.002))*enemy,Const(data.life))*root,var(39),Ceil(0.002*enemy,Const(data.life))*root,var(39)
getpower = 10+((root,palno=12&&root,var(5)=1)*10),10+((root,palno=12&&root,var(5)=1)*10)
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + root,var(35)
sparkxy = -5, -80
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
air.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,palno=12&&root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
p2stateno = 19000

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ??柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2
ownpal = 1
trans = sub

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[state a]
type = varset
triggerall = var(30) != 0
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) = 0
triggerall = time = 0
trigger1 = prevstateno != 1450
v = 5
value = 4

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

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

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

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

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

[State 1]
type = varrandom
triggerall = var(30) = 0
trigger1 = time != 0
range = 0,4
v = 5

[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 1+((var(1)=1)*2)+(palno=12)*(((var(29)>=1)*5)+5)

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[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 = var(30) != 0
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a]
type = varset
triggerall = var(30) = 0
trigger1 = time != 0
v = 7
value = 1

[state a];
type = playsnd
trigger1 = animelem = 1
value = 2562,21

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >=(17-((palno=12)*12))+((var(30)=0)*(38-((palno=12)*35))))
value = 1450

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

;==========================================================================================
;==========================================================================================
; ??
;==========================================================================================
;==========================================================================================

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

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

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2552,0

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2551,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22114
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22114
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22114
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 2551
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 13301
sprpriority = 3
postype = p1
pos = 50,0
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 13302
sprpriority = 3
postype = p1
pos = -50,0
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
ownpal = 1
trans = sub

[State a]
type = Explod
triggerall = AnimElemtime(12) >= 0
trigger1 = (GameTime%(2+((root,palno=12)*2))) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
under = 0
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 12
ampl = -12
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 跳ね返し
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State a]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 70 || projguarded35600 >= 1 && FrontEdgeDist <= 70
x = -4.1

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

[State 1]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.13 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
givepower = 0,0
guardflag = H
hitflag = MA
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6,-6
air.velocity = -6,-6
envshake.time = 8
envshake.ampl = 8
fall = 1
fall.recover = 0
p2stateno = 10210

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 火柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1301]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1151
ctrl     = 0
sprpriority = 2
poweradd = 0

[State 1031,]
Type                       = projectile
trigger1                   = time = 4
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 90
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 8
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 100,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 90
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 12
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 100,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 90
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 12
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 160,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 90
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 16
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 220,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 90
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 20
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 280,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 90
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 24
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 320,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 90
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 240, 1]
type = PlaySnd
trigger1 = time = 4 || time = 8 ||time = 12 || time = 16 || time = 20|| time = 24
value = 2551

[State 1000, 0]
type = EnvShake
trigger1 = time = 4
time = 44
freq = 90
ampl = -4


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

;===========================================================================
;---------------------------------------------------------------------------
：石柱
;===========================================================================
;---------------------------------------------------------------------------
[Statedef 2300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1151
ctrl = 0
sprpriority = 1

[State 1351]
type = helper
trigger1 = Time = 19
id = 1354
persistent = 0
name = "hasira"
pos = 0,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 24
id = 1355
persistent = 0
name = "hasira"
pos = -50,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 29
id = 1356
persistent = 0
name = "hasira"
pos = 50,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 34
id = 1357
persistent = 0
name = "hasira"
pos = -100,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 39
id = 1358
persistent = 0
name = "hasira"
pos = 100,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 44
id = 1359
persistent = 0
name = "hasira"
pos = -150,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 49
id = 1360
persistent = 0
name = "hasira"
pos = 150,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[state 1351]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;石柱?体のステ?ト
[Statedef 1354]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 10
ctrl = 0
anim = 12315
ownpal = 1

[State 1];ト?キラ?対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1];無敵処理
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 1354];石柱のアニメをラン??で変える
type = ChangeAnim
trigger1 = Time = 0
value = 12301 + (random%13)
IgnoreHitPause = 1

[state 1354]
type = parentvarset
trigger1 = anim = 12301
v = 34
value = 0

[state 1354]
type = parentvarset
trigger1 = anim = 12302
v = 34
value = 1

[state 1354]
type = parentvarset
trigger1 = anim = 12303
v = 34
value = 2

[state 1354]
type = parentvarset
trigger1 = anim = 12304
v = 34
value = 3

[state 1354]
type = parentvarset
trigger1 = anim = 12305
v = 34
value = 4

[state 1354]
type = parentvarset
trigger1 = anim = 12306
v = 34
value = 5

[state 1354]
type = parentvarset
trigger1 = anim = 12307
v = 34
value = 6

[state 1354]
type = parentvarset
trigger1 = anim = 12308
v = 34
value = 7

[state 1354]
type = parentvarset
trigger1 = anim = 12309
v = 34
value = 8

[state 1354]
type = parentvarset
trigger1 = anim = 12310
v = 34
value = 9

[state 1354]
type = parentvarset
trigger1 = anim = 12311
v = 34
value = 10

[state 1354]
type = parentvarset
trigger1 = anim = 12312
v = 34
value = 11

[state 1354]
type = parentvarset
trigger1 = anim = 12313
v = 34
value = 12

[state 1354]
type = parentvarset
trigger1 = anim = 12316
v = 34
value = 13

[state 1354]
type = parentvarset
trigger1 = anim = 12317
v = 34
value = 14

[state 1354]
type = parentvarset
trigger1 = anim = 12318
v = 34
value = 15

[state 1354]
type = velset
trigger1 = time = 0
y = 25

[State 1354]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 2];攻撃の指定
type = Projectile
trigger1 = Animelem = 1
attr = S, SP
animtype  = hard
damage    = 120
getpower = 61,61
guardflag = M
projanim = 99998
projhitanim = -1
projid = 20000
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,25
numhits = 1
pausetime = 16,16
sparkno = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
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 1354];地面に着いたら画面揺れ
type = EnvShake
trigger1 = vel y >0 && pos y >=0
time = 15
ampl = 15
freq = 95
phase = 95

[State 1354];地面に着いたら衝突音
type = PlaySnd
trigger1 = vel y >0 && pos y >=0
value = 12300,1

[state 1352];地面に着いたら消滅ステへ
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1356

;---------------------------------------------------------------------------
;石柱の消滅ステ?ト
[Statedef 1356]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 1
ctrl = 0
ownpal = 1

[State 1];ト?キラ?対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1];無敵処理
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[state 1356]
type = posset
trigger1 = 1
y = 0

[State 1356]
type = ChangeAnim
trigger1 = Time = 0
value = 12301 + parent,var(34)
IgnoreHitPause = 1

[state 1356];崩れる音
type = playsnd
trigger1 = time = 33
value = 12300,0
volume = 250

[State 1356];石柱崩壊エフェクト
type = Explod
trigger1 = time = 33
anim = 12314
id = 1356
sprpriority = 10
postype = p1
pos = 0,-20
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1356];石柱崩壊エフェクト
type = Explod
trigger1 = time = 33
anim = 12314
id = 1356
sprpriority = 10
postype = p1
pos = 0,10
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1356]
type = null;AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[state 1356]
type = destroyself
trigger1 = Time >= 35


;==========================================================================================
;==========================================================================================
; 紋章が回る
;==========================================================================================
;==========================================================================================

[Statedef 18100]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2100, 3

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

[State 11310]
type = helper
trigger1 = AnimElem = 6
id = 18101
persistent = 0
name = "?"
pos = 70,-150
postype = p1
stateno = 18101
helpertype = normal;player
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1

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

;-------------------------------
;ヘルパ?
[Statedef 18101]
type    = S
movetype= A
physics = N
anim = 18101
velset = 0,0
ctrl = 0

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -7

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

[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411


[State 180, 1]
type = VarRandom
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
v = 2
range = 0,5

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 0
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131;time = 36;animelem = 12;
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 0,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 36;animelem = 12;
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 120,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 36
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -120,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 140,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
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 = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
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 = 190,2

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


;==========================================================================================
;==========================================================================================
; 糺カウン??2
;==========================================================================================
;==========================================================================================

[Statedef 13100]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.12 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 13120

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 瞬間移動
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

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

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

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

[state a]
type = varset
triggerall = var(30) = 0
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 0
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[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 a]
type = changestate
trigger1 = animtime = 0
value = 1805

;==========================================================================================
;==========================================================================================
; 瞬間移動終わり
;==========================================================================================
;==========================================================================================

[Statedef 1805]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State a]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 7,<=6
value = SCA

[State a]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 3,<=2
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

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

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

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

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

[Statedef 2793]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[state 2793]
type = destroyself
trigger1 = time >= 30

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

[Statedef 2794]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = null;velset
trigger1 = time = [0,14]
x = -0.5

[state 2795]
type = null;velset
trigger1 = time = [15,30]
x = -6

[state 2795]
type = velset
trigger1 = time = 0
x = -5

[State 1414]
type = veladd
trigger1 = Time > 0
y = -1 + (random%3)

[state 2793]
type = destroyself
trigger1 = time >= 30

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

[Statedef 2795]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 99
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = velset
trigger1 = time = 0
x = 8

[State 1414]
type = veladd
trigger1 = Time > 0
y = -2 + (random%5)

[state 2793]
type = destroyself
trigger1 = time >= 30


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ハイパ?ア???
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 10051]
type    = S
movetype= I
physics = S
anim = 1

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1

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

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = animtime = 0
x = enemy,pos x

[state a]
type = changestate
trigger1 = animtime = 0
value = 18050

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

[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA,AT,AP
Time = 15

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

[state a]
type = posadd
trigger1 = time = 0
x = 25

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

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

[Statedef 38853]
type    = A
movetype= I
physics = N

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

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

[Statedef 38852]
type    = A
movetype= I
physics = A

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バリア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 288888]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

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

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p1stateno = 288889-(power>=powermax*0.5&&(root,var(30)!=0||root,var(30)!=0&&root,fvar(28)=0))
p2stateno = IfElse((root,var(29)>=1),103999,13121)
;p1getp2state = (root,var(30)!=0||root,var(30)!=0&&root,fvar(28)=0)
getpower = (Const(data.power))/8

[state 1]
type = targetdrop
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
;excludeid = 288888

[state 1]
type = null;targetstate
triggerall = root,var(29) >= 1
trigger1 = target,stateno != [103999,104007]
value = 103999

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

[State 1]
type = targetLifeAdd
trigger1 = enemy,life<=enemy,lifemax*0.3
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 1]
type = ChangeState
trigger1 = (root,stateno=2999||root,stateno=2205)
value = 288890+(root,stateno=2205)

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

[Statedef 288889]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

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

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state -2]
type = parentvarset
trigger1 = RoundState <= 2 && root,anim = 0 && root,ctrl = 0 && root,var(54) <= 40
fv = 25
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2]
type = destroyself
trigger1 = time>=(root,var(54)<=40)

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

[Statedef 288890]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

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

[state 1]
type = varset
trigger1 = numtarget&&target,ishelper=0||root,fvar(20)!=0
v = 10
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = root,fvar(38)=2
trigger1 = root,time<150&&enemy,movereversed
trigger2 = root,time>=150
v = 11
value = (root,time<150)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 169995

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

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%(1+((root,time<150)*3)))=1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=22050&&root,time>=150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = var(11)!=0&&root,fvar(38)=2
trigger1 = enemy,alive&&root,time<150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

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

[State 1]
type = ChangeState
trigger1 = !(root,stateno=22050||root,stateno=2999)
value = 288888

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

[Statedef 288891]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

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

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 2636

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

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = root,stateno=2205&&(root,time=[20,220])
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=2205&&(root,time=[20,220])&&(GameTime%3) = 1
value = 2636
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 1]
type = ChangeState
trigger1 = root,stateno!=2205
value = 288888


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;相手状態
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 103999]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -2,-6

[State 1]
type = lifeadd
triggerall = prevstateno != [19000,19035]
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State -2]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 104000

;---------------------------------------------------------------------------
;相手制御
;相手地面
;---------------------------------------------------------------------------

[Statedef 104000]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

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

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

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

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

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

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

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

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

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

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 104002

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

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

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

[State 10382]
type = PosFreeze
trigger1 = 1

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 104001

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

[Statedef 104001]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

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

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

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

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

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

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

[State 10383]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 104002

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

[Statedef 104002]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30
value = 104004

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

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

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

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

[Statedef 104004]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

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

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

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

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

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

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

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10385]
type = ChangeState
trigger1 = AnimTime = 0
value = 104005
ctrl = 0

;---------------------------------------------------------------------------
; 立ち
;---------------------------------------------------------------------------

[Statedef 104005]
type = S
physics = S
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

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

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

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(4) = 0
IgnoreHitPause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = alive
ignorehitpause = 1
value = life - (Ceil(0.002 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] 
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = command = "holdfwd" || command = "holdback"
value = 104006
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 歩き
;---------------------------------------------------------------------------

[Statedef 104006]
type    = S
physics = N
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

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

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(4) = 0
IgnoreHitPause = 1

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = (GameTime%4) = 1
ignorehitpause = 1
value = life - (Ceil(0.001 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21
value = 21

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = !(command = "holdfwd" || command = "holdback")
value = 104005
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1


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


[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(4) = 0
IgnoreHitPause = 1

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state a]
type = veladd
trigger1 = 1
y = 1.4

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -(Ceil(0.06 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="Alsiel Orochi"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Alsiel Orochi"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;Varのラウンド持ち越し
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;変数記憶用ヘルパ?ステ?ト
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1007]
type    = S
movetype= I
physics = S
anim = 1007

[State 1007]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1007]
type = BindToroot
trigger1 = 1
pos=0,-25
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;?体がステ?ト奪われている時間をカウント
[state 1007]
type = varset
trigger1 =1
v = 23
value =(roundstate=2)*(root,var(24)!=gametime)*(var(23)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;?体ライフ保存その1
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 24
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(24)-root,life>root,lifemax*0.2),var(25),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記value説明
;roundstate<2ならばroot,lifemaxをセット。
;roundstate<2でないなら(保存したライフから?体現在ライフを引いた数が?体ライフ最大値の2割より大きい)ならvar(25)をセット
;そうでないなら?体現在ライフをセット

;?体ライフ保存その2
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(25)-root,life<root,lifemax*0.2)||roundstate!=2
v = 25
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記トリガ?説明
;gametime%10=0の時に(保存したライフから?体現在ライフを引いた数が?体ライフ最大値の2割より小さい時)

;上記value説明
;roundstate<=2の時にroundstate<2ならば?体ライフ最大値をセット。
;そうでないなら?体現在ライフをセット

;---------------------------------------------------------------------------
;ライフ保存用透明ヘルパ?2
;---------------------------------------------------------------------------

[Statedef 12001]
type    = S
movetype= I
physics = S
anim = 12000

[State 12001]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 12001]
type = BindToroot
trigger1 = 1
pos=0,-130
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 12001]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 12001]
type = varset
trigger1 =1
v = 0
value =(roundstate=2)*(root,var(40)!=gametime)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
triggerall = root,palno!=[1,12]
trigger1 =roundstate=2&&(gametime%5=0)
trigger2 =roundstate!=2
v = 1
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(1)-root,life>root,lifemax*0.1),var(2),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
triggerall = root,palno!=[1,12]
trigger1 =roundstate=2&&(gametime%10=0&&var(2)-root,life<root,lifemax*0.1)
trigger2 =roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
triggerall = root,palno=[1,12]
trigger1 =roundstate=2&&(gametime%5=0)
trigger2 =roundstate!=2
v = 1
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(1)-root,life>root,lifemax*0.01),var(2),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
triggerall = root,palno=[1,12]
trigger1 =roundstate=2&&(gametime%10=0&&var(2)-root,life<root,lifemax*0.01)
trigger2 =roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
trigger1 =roundstate<=2
v = 3
value = root,life
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


;---------------------------------------------------------------------------
;ア???ヘルパ?
;---------------------------------------------------------------------------
[Statedef 13000]
type    = S
movetype= I
physics = N
anim = 99995

[State 13000]
type = HitOverride
trigger1 = 1
time = 1
slot = 1
attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
stateno = 13000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 13000];実験。HIT後3F無敵
type = nothitby
value=SCA,AA,AT,AP
trigger1 = Helper(13000),GetHitVar(Damage)
time = 5
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 13000];?体に張り付かせる
type = BindToroot
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 13000];押し戻し判定
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 13000];特定条件でヘルパ?消してOTH化
type = destroyself
trigger1 = roundstate!=2
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;---------------------------------------------------------------------------
;ア???ステ?ト
;---------------------------------------------------------------------------

[Statedef 14000]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 14000]
type = poweradd
trigger1 = time = 0
value = 50
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 14000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 14000]
type = PalFX
trigger1 = gametime%4=0
time = 2
add = 76,0,0
mul = 245,182,110
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 14000]
type = ChangeAnim
trigger1 = !hitshakeover
value = anim
elem = animelemno(-1)
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 14000]
type = ChangeState
trigger1 = !alive
value = 5050
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 14000]
type = ChangeState
trigger1 = alive&&hitshakeover
value = var(41)
ctrl = !var(42)
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;オロ?＆Dアテナキラ?
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

[Statedef 1009]
type    = S
movetype= I
physics = S
anim = 1009

[State 1009]
type = ChangeAnim
trigger1 =ishelper(1010)&&anim!=1020
value =1020
persistent = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1009]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1009]
type = varset
trigger1 =ishelper(1009)
v = 8
value =(p2name="G Magaki"||p4name="G Magaki")&&enemynear,palno=12
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1009]
type = varset
trigger1 =ishelper(1009)
v = 9
value =(p2name="D-Athena"||p4name="D-Athena")&&enemynear,var(28)=1&&enemynear,palno=12
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1009]
type = varset
trigger1 =ishelper(1009)&&var(8)
v = 10
value =(enemy,ishelper=0)*(enemy,stateno)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1009]
type = null;statetypeset
trigger1 = ishelper(1009)&&(var(8)||var(9))
MoveType = A
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1009]
type = null;ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno=4502
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[Statedef 1010]
type    = A
movetype= I
physics = N
anim=1013

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = HitBy
trigger1 = 1
value = C,NP
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = posset
trigger1 = 1
y = 20000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = destroyself
trigger1 = time >=10
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[Statedef 4500]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4500]
type = Projectile
trigger1 = 1
attr = C,NP
projanim = 22177
projhitanim = -1
projpriority = 9
projsprpriority = 5
projremove = 1
projid = 4500120
projremovetime = 40
postype = left
offset = 0,20000
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 104010
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = posset
trigger1 = ishelper
y = 20000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = changestate
trigger1 = !ishelper
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||time>=20
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[Statedef 4502]
type    = A
movetype= I
physics = N
facep2 = 1

[state 4502]
type = statetypeset
trigger1 = !ishelper&&!(name="Alsiel Orochi"&&palno=12)
MoveType = H
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = lifeset
trigger1 = ishelper&&!(root,name="Alsiel Orochi"&&root,palno=12)||!ishelper&&!(name="Alsiel Orochi"&&palno=12)
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = powerset
trigger1 = ishelper&&!(root,name="Alsiel Orochi"&&root,palno=12)||!ishelper&&!(name="Alsiel Orochi"&&palno=12)
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = PlayerPush
trigger1 = 1
value = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = parentVarSet
trigger1 = ishelper&&!(root,name="Alsiel Orochi"&&root,palno=12)
v = ifelse(time<=59,time,random%60)
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = parentVarSet
trigger1 = ishelper&&!(root,name="Alsiel Orochi"&&root,palno=12)
fv = ifelse(time<=39,time,random%40)
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = VarRangeSet
trigger1 = !ishelper&&!(name="Alsiel Orochi"&&palno=12)
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = VarRangeSet
trigger1 = !ishelper&&!(name="Alsiel Orochi"&&palno=12)
fvalue = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 4502]
type = destroyself
trigger1 = !root,alive||time>=200
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 4502]
type = velset
trigger1 = time=0&&!ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = VelAdd
trigger1 = time>0&&!ishelper
y = .39
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4502]
type = selfstate
trigger1 = Vel Y>0&&!ishelper
trigger1 = Pos Y>=0
value = 5100
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;reversaldefの永続??ゲットバグ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 30000]
anim = 30000

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

[State 30000];??ゲット数確認
type = VarSet
trigger1 = NumTarget >= 1
trigger1 = !enemy,NumHelper
v = 1
value = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 30000]
type = ReversalDef
trigger1 = var(1) = 0 ;ずっと発動させておくとhitdef攻撃があたらなくなるのでその対策
reversal.attr = SCA,AA,AP,AT
sparkno = -1
numhits = 0
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 30000];毒。time%5=0で相手のライフが1/1000減る
type = TargetLifeAdd
trigger1 = 1
trigger1=time%5=0
value = -enemy,lifemax*0.001
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 30000];RoundState = 2で??ゲット奪った相手を?す
type = TargetLifeAdd
triggerall = !target,ishelper
triggerall = root,alive
trigger1 = RoundState = 2
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 30000];RoundState = 3で??ゲット奪った相手を?す
type = TargetLifeAdd
triggerall = !target,ishelper
triggerall = root,alive
trigger1 = RoundState = 3
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 30000];変数リセステ?トへ飛ばす
type = targetstate
trigger1 = enemy,movetype=A
value = 100000
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

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

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

;---------------------------------------------------------------------------
;hitdefヘルパ
;---------------------------------------------------------------------------

[Statedef 15004]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
ctrl = 0
anim = 15004
sprpriority = 2

[State 15004]
type = HitDef
trigger1 = gametime%100=0
attr = SCA,AA,AT,AP
animtype  = Medium
damage    = 10
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 15004]
type = Projectile
trigger1 = gametime%4=0&&numhelper&&ishelper;&&root,var(40)!=gametime
projanim = 15004
projid=15004
projremove = 1
projremovetime = -1
projscale=0.2,0.2
velocity =0.5-random%2,1-random%3
affectteam = e
postype = p1
numhits=0
offset = -20+random%40,20-random%40
attr = C,AA
hitflag = MAFPDL
damage=80
p2stateno=15002
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15004]
type = null;targetstate
triggerall = numtarget
trigger1 = target,ishelper&&target,stateno!=15002
value=15002
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 15004]
type = changestate
trigger1 = time>=100 && !ishelper
value = 40
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ヘルパ??き消し+αヘルパ?
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[statedef 99999]
anim=99999

[State 1];ト?キラ?対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1];無敵処理
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[state 99999]
type = reversaldef
trigger1 = roundstate = 2
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
p2stateno = 100000
pausetime = 0,2
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

[state 99999]
type = targetstate
trigger1 = 1
value = 100000
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

;---------------------------------------------------------------------------
;hitdefヘルパ
;---------------------------------------------------------------------------

[Statedef 15004]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
ctrl = 0
anim = 15004
sprpriority = 2

[State 15004]
type = HitDef
trigger1 = gametime%100=0
attr = SCA,AA,AT,AP
animtype  = Medium
damage    = 10
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 15004]
type = Projectile
trigger1 = gametime%4=0&&numhelper&&ishelper;&&root,var(40)!=gametime
projanim = 15004
projid=15004
projremove = 1
projremovetime = -1
projscale=0.2,0.2
velocity =0.5-random%2,1-random%3
affectteam = e
postype = p1
numhits=0
offset = -20+random%40,20-random%40
attr = C,AA
hitflag = MAFPDL
damage=80
p2stateno=15002
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15004]
type = null;targetstate
triggerall = numtarget
trigger1 = target,ishelper&&target,stateno!=15002
value=15002
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 15004]
type = changestate
trigger1 = time>=100 && !ishelper
value = 40
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;上の当身先
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[statedef 100000]
type=a
movetype=h
physics=s
anim=5000+(random<500)+(random<500)+(random<500)*10
velset=-3,15

[state 0]
type=palfx
trigger1=time=0
time=30+random%31
add=160,0,0
mul=256,48,48

[State 0];コントロ?ル不可
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[state 0];パワ?激減
type = PowerAdd
trigger1 = 1
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 0];ライフ激減
type = LifeAdd
trigger1 = 1
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 41000]
type = varset
trigger1 = 1
var(0) = 0

[state 41000]
type = varset
trigger1 = 1
var(1) = 0

[state 41000]
type = varset
trigger1 = 1
var(2) = 0

[state 41000]
type = varset
trigger1 = 1
var(3) = 0

[state 41000]
type = varset
trigger1 = 1
var(4) = 0

[state 41000]
type = varset
trigger1 = 1
var(5) = 0

[state 41000]
type = varset
trigger1 = 1
var(6) = 0

[state 41000]
type = varset
trigger1 = 1
var(7) = 0

[state 41000]
type = varset
trigger1 = 1
var(8) = 0

[state 41000]
type = varset
trigger1 = 1
var(9) = 0

[state 41000]
type = varset
trigger1 = 1
var(10) = 0

[state 41000]
type = varset
trigger1 = 1
var(11) = 0

[state 41000]
type = varset
trigger1 = 1
var(12) = 0

[state 41000]
type = varset
trigger1 = 1
var(13) = 0

[state 41000]
type = varset
trigger1 = 1
var(14) = 0

[state 41000]
type = varset
trigger1 = 1
var(15) = 0

[state 41000]
type = varset
trigger1 = 1
var(16) = 0

[state 41000]
type = varset
trigger1 = 1
var(17) = 0

[state 41000]
type = varset
trigger1 = 1
var(18) = 0

[state 41000]
type = varset
trigger1 = 1
var(19) = 0

[state 41000]
type = varset
trigger1 = 1
var(20) = 0

[state 41000]
type = varset
trigger1 = 1
var(21) = 0

[state 41000]
type = varset
trigger1 = 1
var(22) = 0

[state 41000]
type = varset
trigger1 = 1
var(23) = 0

[state 41000]
type = varset
trigger1 = 1
var(24) = 0

[state 41000]
type = varset
trigger1 = 1
var(25) = 0

[state 41000]
type = varset
trigger1 = 1
var(26) = 0

[state 41000]
type = varset
trigger1 = 1
var(27) = 0

[state 41000]
type = varset
trigger1 = 1
var(28) = 0

[state 41000]
type = varset
trigger1 = 1
var(29) = 0

[state 41000]
type = varset
trigger1 = 1
var(30) = 0

[state 41000]
type = varset
trigger1 = 1
var(31) = 0

[state 41000]
type = varset
trigger1 = 1
var(32) = 0

[state 41000]
type = varset
trigger1 = 1
var(33) = 0

[state 41000]
type = varset
trigger1 = 1
var(34) = 0

[state 41000]
type = varset
trigger1 = 1
var(35) = 0

[state 41000]
type = varset
trigger1 = 1
var(36) = 0

[state 41000]
type = varset
trigger1 = 1
var(37) = 0

[state 41000]
type = varset
trigger1 = 1
var(38) = 0

[state 41000]
type = varset
trigger1 = 1
var(39) = 0

[state 41000]
type = varset
trigger1 = 1
var(40) = 0

[state 41000]
type = varset
trigger1 = 1
var(41) = 0

[state 41000]
type = varset
trigger1 = 1
var(42) = 0

[state 41000]
type = varset
trigger1 = 1
var(43) = 0

[state 41000]
type = varset
trigger1 = 1
var(44) = 0

[state 41000]
type = varset
trigger1 = 1
var(45) = 0

[state 41000]
type = varset
trigger1 = 1
var(46) = 0

[state 41000]
type = varset
trigger1 = 1
var(47) = 0

[state 41000]
type = varset
trigger1 = 1
var(48) = 0

[state 41000]
type = varset
trigger1 = 1
var(49) = 0

[state 41000]
type = varset
trigger1 = 1
var(50) = 0

[state 41000]
type = varset
trigger1 = 1
var(51) = 0

[state 41000]
type = varset
trigger1 = 1
var(52) = 0

[state 41000]
type = varset
trigger1 = 1
var(53) = 0

[state 41000]
type = varset
trigger1 = 1
var(54) = 0

[state 41000]
type = varset
trigger1 = 1
var(55) = 0

[state 41000]
type = varset
trigger1 = 1
var(56) = 0

[state 41000]
type = varset
trigger1 = 1
var(57) = 0

[state 41000]
type = varset
trigger1 = 1
var(58) = 0

[state 41000]
type = varset
trigger1 = 1
var(59) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(40) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(41) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(42) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(43) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(44) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(45) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(46) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(47) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(48) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(49) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(50) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(51) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(52) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(53) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(54) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(55) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(56) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(57) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(58) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(59) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = destroyself
trigger1 = ishelper
trigger1 = time >= 1

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(1) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(2) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(3) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(4) = 0

[state 0]
type=changestate
trigger1=pos y>=0||animtime=0||time>30
value=5050

[state 0]
type=SelfState
trigger1=time>200
value=0
Ctrl=1

;---------------------------------------------------------------------------
;OTH-killerヘルパ??体のステ?ト
;---------------------------------------------------------------------------

[Statedef 15000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 15001
sprpriority = 2

[State 15000]
type = Projectile
trigger1 = 1
projanim = 15002
projid=15002
projremove = 1
projpriority = 9
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 1
getpower = 0
givepower = -99999999999999999999
postype = p1
offset = 0,0
velocity = 0,0
attr = SCA,AA,AT,AP
animtype = Hard
damage = ceil(0.055*enemy,const(data.life))
hitflag = MAFDP
guardflag = M
hitsound = -1;s600,0
guardsound = -1;s600,2
pausetime = 0,20
guard.pausetime = 0,20
sparkxy = 5,-5
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -0.5
air.velocity = -2.25,-1.5
air.fall = 1
ownpal = 0
p2stateno=15001
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,5
numhits = 0
sparkno = -1
hitsound = -1
p2stateno=15001
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15000]
type = targetLifeAdd
triggerall = numtarget
trigger1 =!target,ishelper
value = -99999999999999999999999
absolute = 1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 15000]
type = targetstate
triggerall = numtarget
trigger1 = target,stateno!=15001
value=15001
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 15000]
type = targetstate
triggerall = numtarget
trigger1 = enemy,stateno!=5150&&!enemy,alive
value=5150
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 15000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

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

[Statedef 15001]
type = A
movetype = H
physics = N
ctrl = 0

[state 15001]
type = varset
trigger1 = prevstateno!=15001&&time=0
v = 1
value = prevstateno
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 15001]
type = varset
trigger1 = prevstateno!=15001&&time=0
v = 2
value = anim
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = changeanim2
trigger1 = numhelper&&ishelper&&time>0
value = 15000
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15001]
type = Projectile
trigger1 = numhelper&&ishelper&&time=0
trigger1 =!root,numprojid(1509985221)
projanim = var(2)
projid=1509985221
projremove = 1
projremovetime = 100
affectteam = f
postype = back
numhits=0
offset = 0,35000
attr = C,NT
hitflag = MAFPDL
p1stateno = var(1)
;p2stateno = var(1)            
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15001]
type = Projectile
trigger1 = numhelper&&ishelper&&time>=19
trigger1 =!root,numprojid(1509985222)
projanim = var(2)
projid=1509985222
projremove = 1
projremovetime = 100
affectteam = f
postype = back
numhits=0
offset = 0,35000
attr = C,NT
hitflag = MAFPDL
p1stateno = 40
p2stateno = var(1)                     ;残?をリサイクル。別に無くても可
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15001]
type = posset
trigger1 = numhelper&&ishelper
y = 30000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = lifeset
trigger1 = !ishelper
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = powerset
trigger1 = !ishelper
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = hitby
trigger1 = numhelper&&ishelper
value = C,NT
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 15001]
type = velset
trigger1 = time=0&&!ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = veladd
trigger1 = time>0&&!ishelper
y = .39
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = selfstate
trigger1 = !ishelper&&time>=10
value = 5050
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15001]
type = destroyself
trigger1 = time>=20
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;変数リセ
[state 41000]
type = varset
trigger1 = 1
var(0) = 0

[state 41000]
type = varset
trigger1 = 1
var(1) = 0

[state 41000]
type = varset
trigger1 = 1
var(2) = 0

[state 41000]
type = varset
trigger1 = 1
var(3) = 0

[state 41000]
type = varset
trigger1 = 1
var(4) = 0

[state 41000]
type = varset
trigger1 = 1
var(5) = 0

[state 41000]
type = varset
trigger1 = 1
var(6) = 0

[state 41000]
type = varset
trigger1 = 1
var(7) = 0

[state 41000]
type = varset
trigger1 = 1
var(8) = 0

[state 41000]
type = varset
trigger1 = 1
var(9) = 0

[state 41000]
type = varset
trigger1 = 1
var(10) = 0

[state 41000]
type = varset
trigger1 = 1
var(11) = 0

[state 41000]
type = varset
trigger1 = 1
var(12) = 0

[state 41000]
type = varset
trigger1 = 1
var(13) = 0

[state 41000]
type = varset
trigger1 = 1
var(14) = 0

[state 41000]
type = varset
trigger1 = 1
var(15) = 0

[state 41000]
type = varset
trigger1 = 1
var(16) = 0

[state 41000]
type = varset
trigger1 = 1
var(17) = 0

[state 41000]
type = varset
trigger1 = 1
var(18) = 0

[state 41000]
type = varset
trigger1 = 1
var(19) = 0

[state 41000]
type = varset
trigger1 = 1
var(20) = 0

[state 41000]
type = varset
trigger1 = 1
var(21) = 0

[state 41000]
type = varset
trigger1 = 1
var(22) = 0

[state 41000]
type = varset
trigger1 = 1
var(23) = 0

[state 41000]
type = varset
trigger1 = 1
var(24) = 0

[state 41000]
type = varset
trigger1 = 1
var(25) = 0

[state 41000]
type = varset
trigger1 = 1
var(26) = 0

[state 41000]
type = varset
trigger1 = 1
var(27) = 0

[state 41000]
type = varset
trigger1 = 1
var(28) = 0

[state 41000]
type = varset
trigger1 = 1
var(29) = 0

[state 41000]
type = varset
trigger1 = 1
var(30) = 0

[state 41000]
type = varset
trigger1 = 1
var(31) = 0

[state 41000]
type = varset
trigger1 = 1
var(32) = 0

[state 41000]
type = varset
trigger1 = 1
var(33) = 0

[state 41000]
type = varset
trigger1 = 1
var(34) = 0

[state 41000]
type = varset
trigger1 = 1
var(35) = 0

[state 41000]
type = varset
trigger1 = 1
var(36) = 0

[state 41000]
type = varset
trigger1 = 1
var(37) = 0

[state 41000]
type = varset
trigger1 = 1
var(38) = 0

[state 41000]
type = varset
trigger1 = 1
var(39) = 0

[state 41000]
type = varset
trigger1 = 1
var(40) = 0

[state 41000]
type = varset
trigger1 = 1
var(41) = 0

[state 41000]
type = varset
trigger1 = 1
var(42) = 0

[state 41000]
type = varset
trigger1 = 1
var(43) = 0

[state 41000]
type = varset
trigger1 = 1
var(44) = 0

[state 41000]
type = varset
trigger1 = 1
var(45) = 0

[state 41000]
type = varset
trigger1 = 1
var(46) = 0

[state 41000]
type = varset
trigger1 = 1
var(47) = 0

[state 41000]
type = varset
trigger1 = 1
var(48) = 0

[state 41000]
type = varset
trigger1 = 1
var(49) = 0

[state 41000]
type = varset
trigger1 = 1
var(50) = 0

[state 41000]
type = varset
trigger1 = 1
var(51) = 0

[state 41000]
type = varset
trigger1 = 1
var(52) = 0

[state 41000]
type = varset
trigger1 = 1
var(53) = 0

[state 41000]
type = varset
trigger1 = 1
var(54) = 0

[state 41000]
type = varset
trigger1 = 1
var(55) = 0

[state 41000]
type = varset
trigger1 = 1
var(56) = 0

[state 41000]
type = varset
trigger1 = 1
var(57) = 0

[state 41000]
type = varset
trigger1 = 1
var(58) = 0

[state 41000]
type = varset
trigger1 = 1
var(59) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(40) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(41) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(42) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(43) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(44) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(45) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(46) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(47) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(48) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(49) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(50) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(51) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(52) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(53) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(54) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(55) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(56) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(57) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(58) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(59) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(1) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(2) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(3) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(4) = 0

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

[Statedef 15002]
type = A
movetype = H
physics = N
ctrl = 0

[state 15002]
type = varset
trigger1 = prevstateno!=15002&&time=0
v = 1
value = prevstateno
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 15002]
type = varset
trigger1 = prevstateno!=15002&&time=0
v = 2
value = anim
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15002]
type = changeanim2
trigger1 = numhelper&&ishelper&&time>0
value = 15000
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15002]
type = Projectile
trigger1 = numhelper&&ishelper&&time=0
trigger1 =!root,numprojid(15099852210)
projanim = var(2)
projid=15099852210
projremove = 1
projremovetime = 100
affectteam = f
postype = back
numhits=0
offset = 0,35000
attr = C,NT
hitflag = MAFPDL
p1stateno = var(1)
;p2stateno = var(1)            
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15002]
type = Projectile
trigger1 = numhelper&&ishelper&&time>=19
trigger1 =!root,numprojid(15099852220)
projanim = var(2)
projid=15099852220
projremove = 1
projremovetime = 100
affectteam = f
postype = back
numhits=0
offset = 0,35000
attr = C,NT
hitflag = MAFPDL
p1stateno = 40
p2stateno = var(1)                     ;残?をリサイクル。別に無くても可
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15002]
type = helper
trigger1 =gametime%2=0
id = random*random
persistent = 1
name = "P"
pos = 0,-10000
postype = back
stateno = var(1)
size.xscale = 1
size.yscale = 1
helpertype = player
keyctrl = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State 15002]
type = posset
trigger1 = numhelper&&ishelper
y = 30000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15002]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15002]
type = hitby
trigger1 = numhelper&&ishelper
value = C,NT
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 15002]
type = velset
trigger1 = time=0&&!ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15002]
type = veladd
trigger1 = time>0&&!ishelper
y = .39
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15002]
type = selfstate
trigger1 = !ishelper&&time>=10
value = 5050
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15002]
type = destroyself
trigger1 = time>=20
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;変数リセ
[state 41000]
type = varset
trigger1 = 1
var(0) = 0

[state 41000]
type = varset
trigger1 = 1
var(1) = 0

[state 41000]
type = varset
trigger1 = 1
var(2) = 0

[state 41000]
type = varset
trigger1 = 1
var(3) = 0

[state 41000]
type = varset
trigger1 = 1
var(4) = 0

[state 41000]
type = varset
trigger1 = 1
var(5) = 0

[state 41000]
type = varset
trigger1 = 1
var(6) = 0

[state 41000]
type = varset
trigger1 = 1
var(7) = 0

[state 41000]
type = varset
trigger1 = 1
var(8) = 0

[state 41000]
type = varset
trigger1 = 1
var(9) = 0

[state 41000]
type = varset
trigger1 = 1
var(10) = 0

[state 41000]
type = varset
trigger1 = 1
var(11) = 0

[state 41000]
type = varset
trigger1 = 1
var(12) = 0

[state 41000]
type = varset
trigger1 = 1
var(13) = 0

[state 41000]
type = varset
trigger1 = 1
var(14) = 0

[state 41000]
type = varset
trigger1 = 1
var(15) = 0

[state 41000]
type = varset
trigger1 = 1
var(16) = 0

[state 41000]
type = varset
trigger1 = 1
var(17) = 0

[state 41000]
type = varset
trigger1 = 1
var(18) = 0

[state 41000]
type = varset
trigger1 = 1
var(19) = 0

[state 41000]
type = varset
trigger1 = 1
var(20) = 0

[state 41000]
type = varset
trigger1 = 1
var(21) = 0

[state 41000]
type = varset
trigger1 = 1
var(22) = 0

[state 41000]
type = varset
trigger1 = 1
var(23) = 0

[state 41000]
type = varset
trigger1 = 1
var(24) = 0

[state 41000]
type = varset
trigger1 = 1
var(25) = 0

[state 41000]
type = varset
trigger1 = 1
var(26) = 0

[state 41000]
type = varset
trigger1 = 1
var(27) = 0

[state 41000]
type = varset
trigger1 = 1
var(28) = 0

[state 41000]
type = varset
trigger1 = 1
var(29) = 0

[state 41000]
type = varset
trigger1 = 1
var(30) = 0

[state 41000]
type = varset
trigger1 = 1
var(31) = 0

[state 41000]
type = varset
trigger1 = 1
var(32) = 0

[state 41000]
type = varset
trigger1 = 1
var(33) = 0

[state 41000]
type = varset
trigger1 = 1
var(34) = 0

[state 41000]
type = varset
trigger1 = 1
var(35) = 0

[state 41000]
type = varset
trigger1 = 1
var(36) = 0

[state 41000]
type = varset
trigger1 = 1
var(37) = 0

[state 41000]
type = varset
trigger1 = 1
var(38) = 0

[state 41000]
type = varset
trigger1 = 1
var(39) = 0

[state 41000]
type = varset
trigger1 = 1
var(40) = 0

[state 41000]
type = varset
trigger1 = 1
var(41) = 0

[state 41000]
type = varset
trigger1 = 1
var(42) = 0

[state 41000]
type = varset
trigger1 = 1
var(43) = 0

[state 41000]
type = varset
trigger1 = 1
var(44) = 0

[state 41000]
type = varset
trigger1 = 1
var(45) = 0

[state 41000]
type = varset
trigger1 = 1
var(46) = 0

[state 41000]
type = varset
trigger1 = 1
var(47) = 0

[state 41000]
type = varset
trigger1 = 1
var(48) = 0

[state 41000]
type = varset
trigger1 = 1
var(49) = 0

[state 41000]
type = varset
trigger1 = 1
var(50) = 0

[state 41000]
type = varset
trigger1 = 1
var(51) = 0

[state 41000]
type = varset
trigger1 = 1
var(52) = 0

[state 41000]
type = varset
trigger1 = 1
var(53) = 0

[state 41000]
type = varset
trigger1 = 1
var(54) = 0

[state 41000]
type = varset
trigger1 = 1
var(55) = 0

[state 41000]
type = varset
trigger1 = 1
var(56) = 0

[state 41000]
type = varset
trigger1 = 1
var(57) = 0

[state 41000]
type = varset
trigger1 = 1
var(58) = 0

[state 41000]
type = varset
trigger1 = 1
var(59) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(40) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(41) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(42) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(43) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(44) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(45) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(46) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(47) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(48) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(49) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(50) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(51) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(52) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(53) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(54) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(55) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(56) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(57) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(58) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(59) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(1) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(2) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(3) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(4) = 0

;---------------------------------------------------------------------------
;OTH-killer用のヘルパ?
;---------------------------------------------------------------------------

[Statedef 15003]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
ctrl = 0
anim = 15003
sprpriority = 2

[state -2]
type = varset
trigger1 =1
v = 0
value = (roundstate<2)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 15003]
type = null;SuperPause
trigger1 = roundstate>=2
anim = -1
time = 0
movetime = 4
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 15003]
type = null;Pause
trigger1 = roundstate>=2
time = 0
movetime = 4
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 15003]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,5
numhits = 0
sparkno = -1
hitsound = -1
p2stateno=15002
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 15003]
type = null;targetstate
triggerall = numtarget
trigger1 = target,ishelper&&target,stateno!=15002
value=15002
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

