;---------------------------------------------------------------------------
;===========================================================================
;EX必殺技
;===========================================================================
;---------------------------------------------------------------------------
;火闌降 EX
[Statedef 1020]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

;********ゲージ消費処理とか*********
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = 1
value = -500
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
value = -500

[State EX Exceed]
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = 1
var(55) = -10
[State EX Exceed] 
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
var(55) = -10

[State EX]
type = PalFX
trigger1 = GameTime%3 = 0
time = 3
add = 64,0,128
sinadd = 64,0,128,3
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
[State EX]
type = AfterImage
trigger1 = Time = 0
length = 13
PalAdd = -10,-10,-10
PalMul = 1,1,1
PalBright = 0,0,0
PalContrast = 128,0,256
PalPostbright = 0,0,0
PalColor = 0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 999
;**************************

[State ]
type = Helper
trigger1 = Time = 8
name = "Honosusori-EX"
stateno = 1021
ID = 1020
pos = 25,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = PlaySnd
trigger1 = (command!="holda")&&(command!="holdb")&&(command!="holdc")&&(command!="holdx")&&(command!="holdy")&&(command!="holdz")&&(command!="holds")
trigger2 = Time >= 600
value = 4,(16+random%2)+ifelse(random%2=0,4,0)
Persistent = 0
[State ]
type = ChangeAnim
trigger1 = (command!="holda")&&(command!="holdb")&&(command!="holdc")&&(command!="holdx")&&(command!="holdy")&&(command!="holdz")&&(command!="holds")
trigger2 = Time >= 600
value = 1020
elem = 5
Persistent = 0
[State ]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0
[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;火闌降 EX：ヘルパー
[Statedef 1021]
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 = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

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

[State ]
type = Explod
trigger1 = Time = 0
anim = 4003
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -1
bindtime = -1
sprpriority = -1
ownpal = 1
ID = 1050+ID

[State ]
type = Helper
trigger1 = (root,command!="holda")&&(root,command!="holdb")&&(root,command!="holdc")&&(root,command!="holdx")&&(root,command!="holdy")&&(root,command!="holdz")&&(root,command!="holds")
trigger2 = Time >= 600
name = "Honosusori-EX"
stateno = 1022
ID = 1020
pos = 0,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1
[State ]
type = RemoveExplod
trigger1 = (root,command!="holda")&&(root,command!="holdb")&&(root,command!="holdc")&&(root,command!="holdx")&&(root,command!="holdy")&&(root,command!="holdz")&&(root,command!="holds")
trigger2 = Time >= 600
trigger3 = root,movetype = H
ID = 1050+ID
[State ]
type = DestroySelf
trigger1 = (root,command!="holda")&&(root,command!="holdb")&&(root,command!="holdc")&&(root,command!="holdx")&&(root,command!="holdy")&&(root,command!="holdz")&&(root,command!="holds")
trigger2 = Time >= 600
trigger3 = root,movetype = H
;---------------------------------------------------------------------------
;火闌降 EX：ヘルパー発射
[Statedef 1022]
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%10 = 0
value = 5,2

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

[State ]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State ]
type = Explod
trigger1 = Time = 0
anim = 4022
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = 21
bindtime = -1
sprpriority = -1
ownpal = 1
[State ]
type = Explod
trigger1 = Time = 20
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%10 = 0
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%10 = 0
attr = S,SP
damage = 30,1
getpower = 0,0
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 = 1
fall = 1
fall.recover = 0

[State ]
type = DestroySelf
trigger1 = Time >= 21
;--------------------------------------------------------------------------
;誓約 EX
[Statedef 1070]
type = A
movetype= A
physics = N
juggle = 3
poweradd = 0
anim = 1070
velset = 0,0
ctrl = 0
sprpriority = 2

;********ゲージ消費処理とか*********
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = 1
value = -500
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1050)||(PrevStateNo=1060)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
value = -500

[State EX Exceed]
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = 1
var(55) = -10
[State EX Exceed] 
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1050)||(PrevStateNo=1060)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
var(55) = -10

[State EX]
type = PalFX
trigger1 = GameTime%3 = 0
time = 3
add = 64,0,128
sinadd = 64,0,128,3
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
[State EX]
type = AfterImage
trigger1 = Time = 0
length = 13
PalAdd = -10,-10,-10
PalMul = 1,1,1
PalBright = 0,0,0
PalContrast = 128,0,256
PalPostbright = 0,0,0
PalColor = 0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 100
;**************************

[State ]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 20

[State ]
type = PlaySnd
trigger1 = Time = 10
value = 4,0
[State ]
type = PlaySnd
trigger1 = Time = 25
value = 4,1
[State ]
type = PlaySnd
trigger1 = Time = 40
value = 4,2
[State ]
type = PlaySnd
trigger1 = Time = 55
value = 4,3
[State ]
type = PlaySnd
trigger1 = Anim = 1050
trigger1 = AnimElem = 3
value = 4,24
[State ]
type = PlaySnd
trigger1 = Time = 10
trigger2 = Time = 25
trigger3 = Time = 40
trigger4 = Time = 55
trigger5 = Anim = 1050
trigger5 = AnimElem = 3
value = 5,5

[State ]
type = VelSet
triggerall = Anim = 1070
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
x = 7
[State ]
type = VelAdd
trigger1 = Anim = 1070
trigger1 = Vel X > 0
x = -1

[State ]
type = Explod
trigger1 = Anim = 1070
trigger1 = AnimElem = 5
anim = 4006
postype = p1
pos = 10,20
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 0
[State ]
type = HitDef
trigger1 = Anim = 1070
trigger1 = AnimElem = 5
attr = A,NA
damage = 20,2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 3,25
sparkxy = -15,-89
sparkno = s10001
guard.sparkno = s10002
hitsound = s1,11
guardsound = s1,99
ground.type = high
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3,0
airguard.velocity = -3,0
air.type = High
air.velocity = -3,-0
air.hittime = 50
fall = 0

[State ]
type = Explod
trigger1 = Anim = 1070
trigger1 = AnimElem = 9
anim = 4007
postype = p1
pos = 10,20
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 0
[State ]
type = HitDef
trigger1 = Anim = 1070
trigger1 = AnimElem = 9
attr = A,NA
damage = 20,2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 3,15
sparkxy = -15,-89
sparkno = s10001
guard.sparkno = s10002
hitsound = s1,11
guardsound = s1,99
ground.type = low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3,0
airguard.velocity = -3,0
air.type = low
air.velocity = -3,0
air.hittime = 50
fall = 0

[State ]
type = ChangeAnim
trigger1 = Anim = 1070
trigger1 = Time >= 68
value = 1050

[State ]
type = VelSet
trigger1 = Anim = 1050
trigger1 = AnimElem = 3
x = 3
y = -6
[State ]
type = VelAdd
trigger1 = Anim = 1050
trigger1 = Pos Y != 0
trigger1 = Time >= 78
y = 0.4

[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
triggerall = Anim = 1050
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A,NA
damage = 25,5
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
;---------------------------------------------------------------------------
;解除 EX
[Statedef 1120]
type = S
movetype= A
physics = S
juggle = 7
poweradd = 0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

;********ゲージ消費処理とか*********
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = 1
value = -500
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
value = -500

[State EX Exceed]
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = 1
var(55) = -10
[State EX Exceed] 
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
var(55) = -10

[State EX]
type = PalFX
trigger1 = GameTime%3 = 0
time = 3
add = 64,0,128
sinadd = 64,0,128,3
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
[State EX]
type = AfterImage
trigger1 = Time = 0
length = 13
PalAdd = -10,-10,-10
PalMul = 1,1,1
PalBright = 0,0,0
PalContrast = 128,0,256
PalPostbright = 0,0,0
PalColor = 0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 72
;**************************

[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-EX"
stateno = 1121
ID = 1120
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
trigger2 = AnimElem = 10
x = -4

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;解除 EX：ヘルパー
[Statedef 1121]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4008
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 = Trans
trigger1 = 1
trans = Add
[State ]
type = AngleDraw
trigger1 = 1
value = Time*6
scale = 0.125,0.125
[State ]
type = ChangeAnim
trigger1 = 1
value =4008
elem = 1
[State ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State ]
type = VelSet
trigger1 = 1
x = 1
[State ]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4
[State ]
type = VelSet
trigger1 = Pos Y >= 0
y = -10

[State ]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 5,2
freqmul = 2.0

[State ]
type = Explod
trigger1 = Time%2 = 0
anim = 4008
postype = p1
pos = 0,0
random = 20,20
scale = 0.0625,0.0625
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1
[State ]
type = Explod
trigger1 = Time%2 = 1
anim = 4008
postype = p1
pos = 0,0
random = 20,20
scale = 0.053125,0.053125
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = Projectile
trigger1 = Time%2 = 0
attr = A,SP
damage = 9,1
animtype = Hard
pausetime = 0,1
offset = 0,0
velocity = 2,0
projanim = 1121
projremovetime = 1
guardflag = MAFD
sparkxy = 0,0
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 = -8
air.velocity = 0,0
air.juggle = 5
projID = ID+1121

[State ]
type = Helper
trigger1 = FrontEdgeDist <= -80
trigger2 = Root,ProjContactTime(ID+1121) = 1
trigger3 = Time > 1000
name = "Harae-EX-Hit"
stateno = 1122
ID = 1120
pos = 0,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -40
trigger2 = Root,ProjContactTime(ID+1121) = 1
trigger3 = Time > 1000
;---------------------------------------------------------------------------
;解除 EX：ヘルパー：ｽﾞｶﾞｶﾞｶﾞｶﾞｶﾞｶﾞｶﾞ
[Statedef 1122]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4008
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 = Trans
trigger1 = 1
trans = Add
[State ]
type = AngleDraw
trigger1 = Time <= 50
value = Time*6
scale = 0.125,0.125
[State ]
type = AngleDraw
trigger1 = Time > 50
scale = 0.125,0.125
[State ]
type = ChangeAnim
trigger1 = Time <= 50
value =4008
elem = 1
[State ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State ]
type = VelSet
trigger1 = 1
x = 0

[State ]
type = Explod
trigger1 = Time <= 50
anim = 4008
postype = p1
pos = 0,0
vel = ((random%11)-5),((random%11)-5)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.0625,0.0625
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1
[State ]
type = Explod
trigger1 = Time <= 50
anim = 4008
postype = p1
pos = 0,0
vel = ((random%11)-5),((random%11)-5)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.053125,0.053125
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = PlaySnd
trigger1 = Time = [0,50]
trigger1 = Time%5 = 0
value = 5,2

[State ]
type = Projectile
trigger1 = Time = [5,50]
trigger1 = Time%5 = 0
trigger1 = Gametime%2 = 0
attr = A,SP
damage = 9,5
animtype = Hard
pausetime = 0,4
offset = 0,0
velocity = 0,0
projanim = 1122
projremovetime = 3
guardflag = MAFD
sparkxy = 10,0
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
airguard.velocity = -6,-1
air.juggle = 0
projID = ID+11201
[State ]
type = Projectile
trigger1 = Time = [5,50]
trigger1 = Time%5 = 0
trigger1 = Gametime%2 = 1
attr = A,SP
damage = 9,5
animtype = Hard
pausetime = 0,4
offset = 0,0
velocity = 0,0
projanim = 1122
projremovetime = 3
guardflag = MAFD
sparkxy = 10,0
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = High
ground.slidetime = 28
ground.hittime = 28
ground.velocity = 0,0
guard.velocity = -6
air.velocity = 0,0
airguard.velocity = -6,-1
air.juggle = 0
projID = ID+11201

[State ]
type = DestroySelf
trigger1 = AnimTime = 0
;--------------------------------------------------------------------------
;顕斎 EX
[Statedef 1170]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 1170
ctrl = 0
sprpriority = 2

;********ゲージ消費処理とか*********
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = 1
value = -500
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
value = -500

[State EX Exceed]
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = 1
var(55) = -10
[State EX Exceed] 
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
var(55) = -10

[State EX]
type = PalFX
trigger1 = GameTime%3 = 0
time = 3
add = 64,0,128
sinadd = 64,0,128,3
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
[State EX]
type = AfterImage
trigger1 = Time = 0
length = 13
PalAdd = -10,-10,-10
PalMul = 1,1,1
PalBright = 0,0,0
PalContrast = 128,0,256
PalPostbright = 0,0,0
PalColor = 0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 52
;**************************

[State ]
type = Helper
trigger1 = AnimElem = 4
name = "Utsushiiwai-EX"
stateno = 1171
ID = 1170
pos = 45,-95
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;顕斎 EX：ヘルパー
[Statedef 1171]
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
freqmul = 1.3
[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,7
freqmul = 0.7

[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+1171) = 1
value = 4016
[State ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State ]
type = Projectile
trigger1 = Time = 0
attr = A,SP
damage = 20,11
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 = 0,0
guard.velocity = -6
air.velocity = 0,0
air.juggle = 3
fall = 1
fall.recover = 0
fall.damage = 100
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
p2stateno = 1900
projID = ID+1171

[State ]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
;糺 EX
[Statedef 1220]
type = U
movetype= A
physics = N
juggle = 6
poweradd = 0
anim = 1200+(Pos Y!=0)
velset = 0,0
ctrl = 0
sprpriority = 2

;********ゲージ消費処理とか*********
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = 1
value = -500
[State EX]
type = PowerAdd
triggerall = var(55) <= 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
value = -500

[State EX Exceed]
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = 1
var(55) = -10
[State EX Exceed] 
type = VarAdd
triggerall = var(55) > 0
triggerall = Time = 0
trigger1 = (PrevStateNo=1000)||(PrevStateNo=1005)||(PrevStateNo=1010)||(PrevStateNo=1015)||(PrevStateNo=1100)||(PrevStateNo=1110)||(PrevStateNo=1150)||(PrevStateNo=1160)||(PrevStateNo=1200)||(PrevStateNo=1210)
var(55) = -10

[State EX]
type = PalFX
trigger1 = GameTime%3 = 0
time = 3
add = 64,0,128
sinadd = 64,0,128,3
IgnoreHitPause = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
[State EX]
type = AfterImage
trigger1 = Time = 0
length = 13
PalAdd = -10,-10,-10
PalMul = 1,1,1
PalBright = 0,0,0
PalContrast = 128,0,256
PalPostbright = 0,0,0
PalColor = 0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 40
;**************************

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

[State ]
type = VelSet
trigger1 = Time = 14
trigger1 = Pos Y != 0
x = 9
[State ]
type = VelSet
trigger1 = Time = 18
x = 0

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,27
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,12
freqmul = 1.3
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,12
freqmul = 0.7

[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 = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = p1
pos = 30,-80
scale = 0.25,0.25
facing = -1
vfacing = -1
removetime = -2
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
[State ]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
damage = 125,12
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5,Hit
pausetime = 25,30
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
p2facing = 1
p2stateno = 1900
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
;---------------------------------------------------------------------------
;ワイヤー吹っ飛び：１
[Statedef 1900]
type = A
movetype = H
physics = N
ctrl = 0
SprPriority = 1
juggle = 0

[State ]
type = ChangeAnim2
trigger1 = 1
value = 1900

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

[State ]
type = VelSet
trigger1 = HitShakeOver = 1
x = -11

[State ]
type = ChangeState
trigger1 = BackEdgeDist <= 20
trigger1 = HitShakeOver = 1
value = 1901
;---------------------------------------------------------------------------
;ワイヤー吹っ飛び：２
[Statedef 1901]
type = A
movetype = H
physics = N
ctrl = 0
SprPriority = 1
juggle = 0

[State ]
type = ChangeAnim2
trigger1 = Anim != 1901
value = 1901

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State ]
type = VelSet
trigger1 = AnimElem = 4
x = 1.5
y = -9
[State ]
type = VelAdd
trigger1 = Time >= 7
y = 0.6

[State ]
type = Turn
trigger1 = AnimElem = 4

[State ]
type = PlaySnd
trigger1 = Time = 0
value = f7,2
[State ]
type = Explod
trigger1 = Time = 0
anim = f72
postype = p1
pos = -30,-60
scale = 1,1
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1
[State ]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 30
ampl = 4
phase = 0

[State ]
type = SelfState
trigger1 = AnimTime = 0
value = 5050
;---------------------------------------------------------------------------