;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 大神
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2000
ctrl = 0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1


;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2001


;---------------------[パワーゲージ減少,MAX関係]
[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1



;---------------------[スパキャン]
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
[State 2000, 6];フフフフフフフ
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 0
value = 2000,0

[State 2000, 6];フッハッハッハッハ
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 1
value = 2000,1

[State 2000, 6];ハアッハッハッハッハッハ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(5) = 1
value = 2000,2

;---------------------[攻撃判定]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1 
kill = 0


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

;---------------------------------------------------------------------------
; 大神ヒット
[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

;---------------------[画面効果]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7002
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[効果音]
[State 2000, 6];刺す
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2000, 6];抜く
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2000, 6];潰す
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2000, 6];飛べ
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -192

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


;---------------------------------------------------------------------------
;投げられている相手1
[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手3
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手4
[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1
y = .3

[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 821, 3] 
type = null;SelfState
trigger1 = time = 15
value = 5050 


[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 





;---------------------------------------------------------------------------
; 混
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2100
ctrl = 0


;---------------------[パワーゲージ減少,MAX関係]
[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;---------------------[スパキャン]
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];はぁ
type = PlaySnd
trigger1 = animelem = 9
value = 2100,2

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 8
value = 2100,3

;---------------------[画面効果]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9,<=0
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

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



; 無ヘルパー
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 2101

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 2101
v = 14
value = 8

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = -1

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 2110
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

;---------------------[速度指定]
[state a]
type = velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = velset
trigger1 = movecontact = 5
x = 8

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movehit = 10
trigger3 = moveguarded = 8
attr = S, HP
animtype  = hard
damage    = 67 - var(14)*2,10
getpower = 0,0
guardflag = MA
projhits = 999999
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-15
air.velocity = -8,-6.5
fall = 1
air.fall = 1
fall.recover = 0
ID = 1200


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 100
trigger2 = var(14) <= 0


















;---------------------------------------------------------------------------
; ？？？？？？・無に還ろう
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2200
ctrl = 0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1


;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2205


; ？？？？？？・無に還ろう・攻撃
[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[効果音]
[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 0
value = 2200,2


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2220
id = 2200
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 100
value = 2210


; ？？？？？？・無に還ろう・終了
[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state a]
type = removeexplod
trigger1 = time = 0
is = 2220


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2221
id = 2201
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

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


; 無ヘルパー
[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1

[state 2901,1]
type = null;;hitby
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 2101


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 14
attr = S, HP
animtype  = hard
damage    = 27,27
getpower = 0,0
guardflag = M
projhits = 9999
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = s7002
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-8
air.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-8.5
fall = 1
air.fall = 1
fall.recover = 0
nochainid = 2100

[State 2];攻撃の指定
type = HitDef
trigger1 = hitcount = 15
attr = S, HP
animtype  = diagup
damage    = 37,27
getpower = 0,0
guardflag = M
projhits = 99999
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = s7002
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -15,-15
air.velocity = -15,-15.5
fall = 1
air.fall = 1
fall.recover = 0
id = 2200


;---------------------[消滅]

[state a]
type = destroyself
trigger1 = hitcount >= 16
trigger2 = root,stateno != 2205



;---------------------------------------------------------------------------
; ？？？？？？？・吸い寄せ
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2301



; ？？？？？？・吸い寄せ・攻撃
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = time <= 40
value = SCA

;---------------------[エフェクト]
;---------------------[効果音]
[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 0
value = 2300,0


;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) >= 128
;trigger1 = 
v = 19
value = -3

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

;---------------------[攻撃判定]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1 
kill = 0

;---------------------[防御の距離の変更]
[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0



;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 170
value = 2302


; ？？？？？？・吸い寄せ・終了
[Statedef 2302]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

;---------------------[変数指定]
[state a]
type = null;varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) <= 254
;trigger1 = 
v = 19
value = 5

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2


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



;---------------------------------------------------------------------------
; 大神ヒット
[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

;---------------------[変数指定]
[state a]
type = varadd
trigger1 = var(19) > 5
trigger1 = animelem = 10,<=0
v = 19
value = -5

[state a]
type = varadd
trigger1 = var(19) <= 254
trigger1 = animelem = 19,>=0
v = 19
value = 5

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

;---------------------[エフェクト]
[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 7002
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[効果音]
[State 2000, 6];はかないものだ
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

[State 2000, 6];刺す
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6];潰す
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -300

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



;壁ヘルパー
[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[追い越されたとき]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state a]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x


[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10



;---------------------[押し戻し判定]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[速度指定]
[State 1000, 0]
type = velset
trigger1 = 1
x = 2

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = root,stateno != 2301




;---------------------------------------------------------------------------
; ？？？？？？？？・オロチMAX超
[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2400
ctrl = 0


;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 24
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 6010
sprpriority = -1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 34
anim = 6011
sprpriority = 1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 27
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24
value = 3000,0

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 801,1


;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = animelem = 7
id = 2401
persistent = 0
name = "???"
pos = 100+var(5)*100,-93
postype = p1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[終了]
[state a]
type = changestate
trigger1 = var(20) = 1
value = 2405

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


; ？？？？？？？？・オロチMAX超・成功
[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0


;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 11,<=0
;persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 2300,1

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







;鏡(?)ヘルパー
[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MA
projhits = 99999
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = s7002
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 2410
p2stateno = 2415

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0



;鏡(?)ヘルパー終了
[Statedef 2410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 15
ctrl = 0
anim = 2410

;---------------------[変数指定]
[state a]
type = parentvarset
trigger1 = time = 0
v = 20
value = 1

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animtime = 0
value = 2300,3

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2411
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 0,0

[State 801, 2]
type = Targetstate
trigger1 = animtime = 0
value = 2416

[State 801, 2]
type = Targetlifeadd
trigger1 = animtime = 0
value = -600

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;投げられている相手
[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2415

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 2416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2416

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -.5
y = -12

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 
