;---------------------------------------------------------------------------
;===========================================================================
;必殺技
;===========================================================================
;---------------------------------------------------------------------------
;火闌降 A
[Statedef 1000]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 50
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 8
value = 4,(16+random%2)+ifelse(random%2=0,4,0)

[State ]
type = VarAdd
trigger1 = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)
var(10) = 1

[State ]
type = Helper
trigger1 = Time = 10
name = "Honosusori"
stateno = 1001
ID = 1000
pos = 50,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 0
[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;火闌降 A/B/X/Y：ヘルパー
[Statedef 1001]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4999
SprPriority = 4

;********さいちゃん式コンボ補正*********
[State ]
type = AttackMulSet
trigger1 = 1
value = (1.00-0.05*root,var(57))*ifelse(root,var(55)>0,0.5,1)
[State ]
type=AttackMulSet
trigger1 = root,var(57) >= 20
value = 0.05*ifelse(root,var(55)>0,0.5,1)
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,1
[State ]
type = PlaySnd
trigger1 = Time = 12
value = 5,2

[State ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = Explod
trigger1 = Time = 0
anim = 4003
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = 12
bindtime = 1
sprpriority = -1
ownpal = 1
[State ]
type = Explod
trigger1 = Time = 12
anim = 4004
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = -1
ownpal = 1

[State ]
type = Explod
trigger1 = Time = 12
anim = 4002
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1
[State ]
type = Projectile
trigger1 = Time = 12
attr = S,SP
damage = 55,1
getpower = 15,15
animtype = Hard
pausetime = 0,3
offset = 0,0
projID = 1000
projanim = 1001
projremovetime = 7
guardflag = MA
hitflag = MAFD
sparkxy = 10,-50+floor(10+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -1,-8
guard.velocity = -4
air.velocity = -1,-8
air.juggle = 4
fall = 1
fall.recovertime = 45

[State ]
type = DestroySelf
trigger1 = Time >= 22
;--------------------------------------------------------------------------
;火闌降 X
[Statedef 1005]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 50
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State ]
type = VarAdd
trigger1 = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)
var(10) = 1

[State ]
type = PlaySnd
trigger1 = Time = 8
value = 4,(16+random%2)+ifelse(random%2=0,4,0)

[State ]
type = Helper
trigger1 = Time = 10
name = "Honosusori"
stateno = 1001
ID = 1000
pos = 110,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 0
[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;火闌降 B
[Statedef 1010]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 50
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State ]
type = VarAdd
trigger1 = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)
var(10) = 1

[State ]
type = PlaySnd
trigger1 = Time = 8
value = 4,(16+random%2)+ifelse(random%2=0,4,0)

[State ]
type = Helper
trigger1 = Time = 10
name = "Honosusori"
stateno = 1001
ID = 1000
pos = 170,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 0
[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;火闌降 Y
[Statedef 1015]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 50
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State ]
type = VarAdd
trigger1 = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)
var(10) = 1

[State ]
type = PlaySnd
trigger1 = Time = 8
value = 4,(16+random%2)+ifelse(random%2=0,4,0)

[State ]
type = Helper
trigger1 = Time = 10
name = "Honosusori"
stateno = 1001
ID = 1000
pos = 230,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 0
[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;誓約 弱
[Statedef 1050]
type = A
movetype= A
physics = N
juggle = 4
poweradd = 50
anim = 1050
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -4
[State ]
type = VelAdd
trigger1 = Pos Y != 0
y = 0.4

[State ]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 7

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,3
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,5

[State ]
type = Explod
trigger1 = AnimElem = 3
anim = 4005
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 0
[State ]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A,NA
damage = 27,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 3,3
sparkxy = -15,-89
sparkno = s10001
guard.sparkno = s10002
hitsound = s1,11
guardsound = s1,99
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-5
airguard.velocity = -4,-5
air.type = Low
air.velocity = -3,-5
air.hittime = 18
fall = 1
fall.recover = 0

[State ]
type = ChangeState
trigger1 = Time > 10
trigger1 = Pos Y > 0
value = 1059
ctrl = 0
;---------------------------------------------------------------------------
;誓約 弱/強：着地
[Statedef 1059]
type = S
movetype = I
physics = S
juggle = 6
velset = 0,0
ctrl = 1
anim = 47
poweradd = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 2,2
[State ]
type = PosSet
trigger1 = Time = 0
y = 0

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;誓約 強
[Statedef 1060]
type = A
movetype= A
physics = N
juggle = 6
poweradd = 65
anim = 1050
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = VelSet
trigger1 = Anim = 1050
trigger1 = AnimElem = 3
x = 3
y = -4
[State ]
type = VelAdd
trigger1 = Pos Y != 0
y = 0.4

[State ]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 12

[State ]
type = PlaySnd
trigger1 = Anim = 1050
trigger1 = AnimElem = 3
value = 4,3
[State ]
type = PlaySnd
trigger1 = Anim = 1051
trigger1 = AnimElem = 4
value = 4,5
[State ]
type = PlaySnd
trigger1 = Anim = 1050
trigger1 = AnimElem = 3
trigger2 = Anim = 1051
trigger2 = AnimElem = 4
value = 5,5

[State ]
type = Explod
trigger1 = Anim = 1050
trigger1 = AnimElem = 3
anim = 4005
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 0
[State ]
type = HitDef
trigger1 = Anim = 1050
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A,NA
damage = 21,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 3,3
sparkxy = -15,-89
sparkno = s10001
guard.sparkno = s10002
hitsound = s1,11
guardsound = s1,99
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-5
airguard.velocity = -4,-5
air.type = Low
air.velocity = -3,-5
air.hittime = 18
fall = 1
fall.recover = 0

[State ]
type = ChangeAnim
trigger1 = Anim = 1050
trigger1 = AnimElem = 6
value = 1051

[State ]
type = VelSet
trigger1 = Anim = 1051
trigger1 = AnimElem = 3
x = 1
y = -5
[State ]
type = Explod
trigger1 = Anim = 1051
trigger1 = AnimElem = 4
anim = 4006
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 0
[State ]
type = HitDef
trigger1 = Anim = 1051
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A,NA
damage = 20,2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 3,3
sparkxy = -15,-89
sparkno = s10001
guard.sparkno = s10002
hitsound = s1,11
guardsound = s1,99
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1,-9
airguard.velocity = -1,-9
air.type = Low
air.velocity = -1,-9
air.hittime = 22
fall = 1
fall.recover = 0

[State ]
type = ChangeState
trigger1 = Time > 10
trigger1 = Pos Y > 0
value = 1059
ctrl = 0
;---------------------------------------------------------------------------
;解除 弱
[Statedef 1100]
type = S
movetype= A
physics = S
juggle = 7
poweradd = 50
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4,26

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,6

[State ]
type = Helper
trigger1 = AnimElem = 7
name = "Harae"
stateno = 1101
ID = 1100
pos = 40,-103
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = Explod
trigger1 = AnimElem = 7
anim = 4021
postype = p1
pos = 40,-103
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1
[State ]
type = Explod
trigger1 = AnimElem = 7
anim = 4021
postype = p1
pos = 20,-103
scale = 0.25,0.25
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = VelSet
trigger1 = AnimElem = 9
x = -6

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;解除 弱：ヘルパー
[Statedef 1101]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4999
SprPriority = 4
juggle = 7

;********さいちゃん式コンボ補正*********
[State ]
type = AttackMulSet
trigger1 = 1
value = (1.00-0.05*root,var(57))*ifelse(root,var(55)>0,0.5,1)
[State ]
type=AttackMulSet
trigger1 = root,var(57) >= 20
value = 0.05*ifelse(root,var(55)>0,0.5,1)
;**************************

[State ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = VelSet
trigger1 = 1
x = 4

[State ]
type = Explod
trigger1 = Time = 0
anim = 4013
postype = p1
pos = 0,0
scale = 0.25,0.25
removetime = -1
bindtime = -1
sprpriority = 4
ownpal = 1
ID = 1101+ID

[State ]
type = Projectile
trigger1 = Time = 0
attr = A,SP
damage = 9,1
animtype = Hard
pausetime = 0,5
offset = 0,0
velocity = 4,0
projanim = 1101
projremovetime = -1
guardflag = MA
sparkxy = 10,20+floor(5+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = Low
ground.slidetime = 28
ground.hittime = 28
ground.velocity = 0,0
guard.velocity = -4
air.velocity = 0,0
air.juggle = 8
projID = ID+1101

[State ]
type = Helper
trigger1 = FrontEdgeDist <= -80
trigger2 = Root,ProjContactTime(ID+1101) = 1
trigger3 = Time > 1000
name = "Harae-Hit"
stateno = 1102
ID = 1100
pos = 0,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = RemoveExplod
trigger1 = FrontEdgeDist <= -40
trigger2 = Root,ProjContactTime(ID+1101) = 1
trigger3 = Time > 1000
ID = 1101+ID
[State ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -40
trigger2 = Root,ProjContactTime(ID+1101) = 1
trigger3 = Time > 1000
;---------------------------------------------------------------------------
;解除 弱/強：ヘルパー：ｽﾞｶﾞｶﾞｶﾞｶﾞｶﾞｶﾞｶﾞ
[Statedef 1102]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4999
SprPriority = 4

;********さいちゃん式コンボ補正*********
[State ]
type = AttackMulSet
trigger1 = 1
value = (1.00-0.05*root,var(57))*ifelse(root,var(55)>0,0.5,1)
[State ]
type=AttackMulSet
trigger1 = root,var(57) >= 20
value = 0.05*ifelse(root,var(55)>0,0.5,1)
;**************************

[State ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = VelSet
trigger1 = 1
x = 0.5

[State ]
type = Explod
trigger1 = Time = 0
anim = 4013
postype = p1
pos = 0,0
scale = 0.25,0.25
removetime = -1
bindtime = -1
sprpriority = 4
ownpal = 1
ID = 11101+ID

[State ]
type = ModifyExplod
trigger1 = Time = 1
scale = 0.25,0.25
ID = 11101+ID
[State ]
type = ModifyExplod
trigger1 = Time = 2
scale = 0.3125,0.3125
ID = 11101+ID
[State ]
type = ModifyExplod
trigger1 = Time = 3
scale = 0.375,0.375
ID = 11101+ID
[State ]
type = ModifyExplod
trigger1 = Time = 4
scale = 0.4375,0.4375
ID = 11101+ID
[State ]
type = ModifyExplod
trigger1 = Time = 5
scale = 0.5,0.5
ID = 11101+ID

[State ]
type = Projectile
trigger1 = Time = [5,40]
trigger1 = Time%5 = 0
attr = A,SP
damage = 9,1
animtype = Hard
pausetime = 0,4
offset = 0,0
velocity = 0.5,0
projanim = 1102
projremovetime = 3
guardflag = MA
sparkxy = 10,40+floor(10+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = Low
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -0.5,0
guard.velocity = -6
air.velocity = -0.5,-1
airguard.velocity = -6,-1
air.juggle = 0
projID = ID+11101

[State ]
type = PlaySnd
trigger1 = Time = [0,45]
trigger1 = Time%5 = 0
value = 5,2

[State ]
type = Projectile
trigger1 = Time = 45
attr = A,SP
damage = 9,1
animtype = Hard
pausetime = 0,4
offset = 0,0
velocity = 0.5,0
projanim = 1102
projremovetime = 3
guardflag = MA
sparkxy = 10,40+floor(10+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = Low
ground.slidetime = 28
ground.hittime = 28
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2,-4
airguard.velocity = -6,-1
air.juggle = 0
fall = 1
fall.recover = 0
projID = ID+11101

[State ]
type = ModifyExplod
trigger1 = Time > 45
scale = (0.5-(0.05*(Time-45))),(0.5-(0.05*(Time-45)))
ID = 11101+ID

[State ]
type = RemoveExplod
trigger1 = Time > 55
ID = 11101+ID
[State ]
type = DestroySelf
trigger1 = Time > 55
;--------------------------------------------------------------------------
;解除 強
[Statedef 1110]
type = S
movetype= A
physics = S
juggle = 7
poweradd = 60
velset = 0,0
anim = 1110
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4,26

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,6

[State ]
type = Helper
trigger1 = AnimElem = 7
name = "Harae"
stateno = 1111
ID = 1110
pos = 40,-103
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = Explod
trigger1 = AnimElem = 7
anim = 4021
postype = p1
pos = 40,-103
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1
[State ]
type = Explod
trigger1 = AnimElem = 7
anim = 4021
postype = p1
pos = 20,-103
scale = 0.25,0.25
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = VelSet
trigger1 = AnimElem = 9
x = -8

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;解除 強：ヘルパー
[Statedef 1111]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4999
SprPriority = 4
juggle = 7

;********さいちゃん式コンボ補正*********
[State ]
type = AttackMulSet
trigger1 = 1
value = (1.00-0.05*root,var(57))*ifelse(root,var(55)>0,0.5,1)
[State ]
type=AttackMulSet
trigger1 = root,var(57) >= 20
value = 0.05*ifelse(root,var(55)>0,0.5,1)
;**************************

[State ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = VelSet
trigger1 = 1
x = 6

[State ]
type = Explod
trigger1 = Time = 0
anim = 4013
postype = p1
pos = 0,0
scale = 0.25,0.25
removetime = -1
bindtime = -1
sprpriority = 4
ownpal = 1
ID = 1111+ID

[State ]
type = Projectile
trigger1 = Time = 0
attr = A,SP
damage = 9,1
animtype = Hard
pausetime = 0,5
offset = 0,0
velocity = 6,0
projanim = 1101
projremovetime = -1
guardflag = MA
sparkxy = 10,20+floor(5+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = Low
ground.slidetime = 28
ground.hittime = 28
ground.velocity = 0,0
guard.velocity = -6
air.velocity = 0,0
air.juggle = 8
projID = ID+1111

[State ]
type = Helper
trigger1 = FrontEdgeDist <= -80
trigger2 = Root,ProjContactTime(ID+1111) = 1
trigger3 = Time > 1000
name = "Harae-Hit"
stateno = 1102
ID = 1100
pos = 0,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = RemoveExplod
trigger1 = FrontEdgeDist <= -40
trigger2 = Root,ProjContactTime(ID+1111) = 1
trigger3 = Time > 1000
ID = 1111+ID
[State ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -40
trigger2 = Root,ProjContactTime(ID+1111) = 1
trigger3 = Time > 1000
;---------------------------------------------------------------------------
;顕斎 弱
[Statedef 1150]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 50
velset = 0,0
anim = 1150
ctrl = 0
sprpriority = 2

[State ]
type = Helper
trigger1 = AnimElem = 4
name = "Utsushiiwai"
stateno = 1151
ID = 1150
pos = 45,-95
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;顕斎 弱：ヘルパー
[Statedef 1151]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4015
SprPriority = 4
juggle = 7

;********さいちゃん式コンボ補正*********
[State ]
type = AttackMulSet
trigger1 = 1
value = (1.00-0.05*root,var(57))*ifelse(root,var(55)>0,0.5,1)
[State ]
type=AttackMulSet
trigger1 = root,var(57) >= 20
value = 0.05*ifelse(root,var(55)>0,0.5,1)
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,7

[State ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
[State ]
type = Trans
trigger1 = 1
trans = Add
[State ]
type = AngleDraw
trigger1 = 1
value = 0
scale = 0.5,0.5
[State ]
type = ChangeAnim
trigger1 = Root,ProjContactTime(ID+1151) = 1
value = 4016
[State ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State ]
type = Projectile
trigger1 = Time = 0
attr = A,SP
damage = 10,9
animtype = Hard
pausetime = 0,25
offset = 0,0
velocity = 0,0
projanim = 1151
projremovetime = 15
guardflag = MA
sparkxy = 10,20+floor(5+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s5,8
guardsound = s1,99
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -4,-13
guard.velocity = -6
air.velocity = -4,-13
yaccel = 0.7
air.juggle = 5
fall = 1
fall.recover = 0
fall.damage = 75
fall.xvelocity = 0
fall.yvelocity = 0
projID = ID+1151

[State ]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
;顕斎 強
[Statedef 1160]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 60
velset = 0,0
anim = 1160
ctrl = 0
sprpriority = 2

[State ]
type = Helper
trigger1 = AnimElem = 4
name = "Utsushiiwai"
stateno = 1161
ID = 1160
pos = 20,-155
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;顕斎 強：ヘルパー
[Statedef 1161]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4015
SprPriority = 4
juggle = 7

;********さいちゃん式コンボ補正*********
[State ]
type = AttackMulSet
trigger1 = 1
value = (1.00-0.05*root,var(57))*ifelse(root,var(55)>0,0.5,1)
[State ]
type=AttackMulSet
trigger1 = root,var(57) >= 20
value = 0.05*ifelse(root,var(55)>0,0.5,1)
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,7

[State ]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
[State ]
type = Trans
trigger1 = 1
trans = Add
[State ]
type = AngleDraw
trigger1 = 1
value = 45
scale = 0.5,0.5
[State ]
type = ChangeAnim
trigger1 = Root,ProjContactTime(ID+1161) = 1
value = 4016
[State ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State ]
type = Projectile
trigger1 = Time = 0
attr = A,SP
damage = 10,9
animtype = Hard
pausetime = 0,25
offset = 0,0
velocity = 0,0
projanim = 1161
projremovetime = 15
guardflag = MA
sparkxy = 10,20+floor(5+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s5,8
guardsound = s1,99
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -4,-13
guard.velocity = -6
air.velocity = -4,-13
yaccel = 0.7
air.juggle = 5
fall = 1
fall.recover = 0
fall.damage = 75
fall.xvelocity = 0
fall.yvelocity = 0
projID = ID+1161

[State ]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
;糺 弱
[Statedef 1200]
type = U
movetype= A
physics = N
juggle = 6
poweradd = 50
anim = 1200+(Pos Y!=0)
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = VelSet
trigger1 = Time = 14
trigger1 = Pos Y != 0
x = 8
[State ]
type = VelSet
trigger1 = Time = 18
x = 0

[State ]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 7

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,27
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,12

[State ]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = p1
pos = 30,-80
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
[State ]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
damage = 95,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 20,25
sparkxy = -15,-70
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,4
guardsound = s1,99
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-5
airguard.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
air.hittime = 25
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y = 0
value = 0
ctrl = 1
[State ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y != 0
value = 1051
ctrl = 0
;---------------------------------------------------------------------------
;糺 弱/強/EX：落下
[Statedef 1051]
type    = A
movetype= I
physics = A
juggle  = 4
poweradd= 0
velset = 0,0
anim = 44
ctrl = 0
sprpriority = 2

[State ]
type = Changestate
trigger1 = Pos Y > 0
value = 51
ctrl = 1
;---------------------------------------------------------------------------
;糺 強
[Statedef 1210]
type = U
movetype= A
physics = N
juggle = 6
poweradd = 70
anim = 1210+(Pos Y!=0)
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = VelSet
trigger1 = Time = 14
trigger1 = Pos Y != 0
x = 8.5
[State ]
type = VelSet
trigger1 = Time = 18
x = 0

[State ]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 7

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,27
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,12

[State ]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = p1
pos = 30,-80
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
[State ]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
damage = 105,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 20,25
sparkxy = -15,-70
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,4
guardsound = s1,99
ground.type = high
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -7,-4
airguard.velocity = -7,-4
air.type = Low
air.velocity = -7,-4
air.hittime = 27
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y = 0
value = 0
ctrl = 1
[State ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y != 0
value = 1051
ctrl = 0
;---------------------------------------------------------------------------