;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 真八稚女・蛟
[Statedef 2000]
type    = S
movetype = A
physics = N
anim = 2000
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = -1000

;---------------------[スパキャン]
[State a];点滅
type = palfx
triggerall = time <= 20
triggerall = time % 2 = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State a];ゲージ
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
value = -1000

;---------------------[補正]
[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget = 0
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = numtarget
value = fvar(5)

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

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

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6010
sprpriority = -9999
postype = p1
pos = 26,-134
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6000
sprpriority = 50
postype = p1
pos = 26,-134
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0
;---------------------[無敵]
[state nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 5
ignorehitpause = 1
palbright = 33,3,124
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
sprpriority = -5


[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animtime = 0
time = 1


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
triggerall = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = EnemyNear(Var(57)),StateType = S || EnemyNear(Var(57)),StateType = C
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) > 0
triggerall = time = 0
trigger1 = EnemyNear(Var(57)),StateType = A
v = 5
value = 1

;---------------------[演出]

;---------------------[効果音]

;---------------------[移動]

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7002
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = null;HitDef
trigger1 = animelem = 10
attr = S, HA
animtype  = hard
damage    = 68,10
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 44,44
sparkno = s700200
sparkxy = -24,-86
hitsound   = s300,4
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.velocity = -3,-5.8
guard.velocity = -8
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 210
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time =64
palfx.mul = 240,160,100
palfx.sinadd = 163,165,168,24
palfx.add = 230,160,104
envshake.time = 21
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = var(5) = 0
trigger1 = animtime = 0
value = 2001

[State 100, 4]
type = ChangeState
trigger1 = var(5) = 1
trigger1 = animtime = 0
value = 2002


;---------------------------------------------------------------------------
; 真八稚女・蛟・ダッシュ
[Statedef 2001]
type    = S
movetype = A
physics = N
anim = 2001
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[無敵]

;---------------------[演出]

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 1
value = 100,0

;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = 9

;---------------------[エフェクト]

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animelem = 55
time = 40


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = null;EnvColor
trigger1 = animelem = 10,>=0
trigger1 = animelem = 11,<0
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = null;Explod
trigger1 = movehit
anim = 7002
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 0,0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s7050
sparkxy = -24,-66
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.velocity = -3,-5.8
guard.velocity = -8
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 2000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p1stateno = 2010
p2stateno = 2020

;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = time = 24
trigger2 = moveguarded
value = 2005

;---------------------------------------------------------------------------
; 真八稚女・蛟・ダッシュ終了
[Statedef 2005]
type    = S
movetype = I
physics = N
anim = 2005
sprpriority = 5
ctrl = 0
;velset = 0,0
poweradd = 0

;---------------------[移動]
[state a]
type = velmul
trigger1 = 1
x = 0.9

;---------------------[エフェクト]

;---------------------[演出]
[State 50, 4];残像
type = AfterImagetime
trigger1 = time = 0
time = 0


;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 真八稚女・蛟・ジャンプ
[Statedef 2002]
type    = A
movetype = A
physics = N
anim = 2002
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[無敵]

;---------------------[演出]

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 1
value = 40,1

;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = 9
y = -6

[state a]
type = veladd
trigger1 = time != 0
y = 0.54

;---------------------[エフェクト]

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animelem = 55
time = 40


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = null;EnvColor
trigger1 = animelem = 10,>=0
trigger1 = animelem = 11,<0
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = null;Explod
trigger1 = movehit
anim = 7002
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = time = 0
attr = A, HA
animtype  = hard
damage    = 0,0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = H
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s7050
sparkxy = -24,-66
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.velocity = -3,-5.8
guard.velocity = -8
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 2000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p1stateno = 2010
p2stateno = 2020

;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger2 = moveguarded
value = 2006


;---------------------------------------------------------------------------
; 真八稚女・蛟・ジャンプ終了
[Statedef 2006]
type    = S
movetype = I
physics = N
anim = 2006
sprpriority = 5
ctrl = 0
velset = 5,0
poweradd = 0

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velmul
trigger1 = 1
x = 0.9

;---------------------[エフェクト]

;---------------------[演出]
[State 50, 4];残像
type = AfterImagetime
trigger1 = time = 0
time = 0


;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; 真八稚女・蛟・攻撃
[Statedef 2010]
type    = S
movetype = A
physics = N
anim = 2010
sprpriority = 10
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 12
value = 320,random%2

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velset
trigger1 = time = 0
x = 2

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 12
anim = 7050
id = 3000
sprpriority = 99
postype = p1
pos = 52,-64
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


;---------------------[演出]
[State 210, Width]
type = Width
trigger1 = 1
edge = 36,0


[State a]
type = EnvColor
trigger1 = animelem = 5
trigger2 = animelem = 12
;persistent = 0
;ignorehitpause = 1
time = 1
value = 255,255,255
under = 2


;---------------------[相手制御]
[state a]
type = targetbind
trigger1 = 1
pos = 32,0

[state a]
type = targetstate
trigger1 = animelem = 5
value = 2021

[state a]
type = targetstate
trigger1 = animelem = 12
value = 2020

[state a]
type = hitadd
trigger1 = animelem = 5
trigger2 = animelem = 12
value = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 5
trigger2 = animelem = 12
value = floor(-20*fvar(5))
kill = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = time = 135
value = 2011



;---------------------------------------------------------------------------
; 真八稚女・蛟・フィニッシュ
[Statedef 2011]
type    = S
movetype = A
physics = N
anim = 2011
sprpriority = 20
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 310,1

[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 2000,0

[State 00];
type = PlaySnd
trigger1 = animelemtime(4) = 54
value = 1200,1


[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 6
value = 320, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 8
value = 300, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 8
value = 5100, 0

;---------------------[移動]
[state a]
type = turn
trigger1 = animelem = 9


;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 4
anim = 7016
id = 3000
sprpriority = 15
postype = p1
pos = 16,-128
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 16,-122
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 10,-104
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 24,-112
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 20,-88
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 1,1


[State explod];
type = Explod
trigger1 = animelemtime(4) = 54
anim = 1206
id = 3000
sprpriority = 18
postype = p1
pos = 16,-108
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


[State explod];
type = Explod
trigger1 = animelem = 8
anim = 7020
id = 3000
sprpriority = -20
postype = p1
pos = -80,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

;---------------------[演出]
[State 210, Width]
type = Width
trigger1 = 1
edge = 36,0


[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(4) = 54
time = 22
ampl = -11
freq = 125
phase = 95


[State a]
type = EnvColor
trigger1 = animelem = 8
;persistent = 0
;ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 8
time = 14
ampl = -9
freq = 125
phase = 95

;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varadd
trigger1 = time < 25
v = 6
value = -6
ignorehitpause = 1

[state a]
type = varadd
trigger1 = time >= 130
trigger1 = time < 155
v = 6
value = 6
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 155
v = 6
value = 0


[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


;---------------------[相手制御]
[state a]
type = targetbind
trigger1 = time = 0
pos = 32,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 15,-124

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -31,-120

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -28,-114

[State 801, 2]
type = TargetBind
trigger1 = animelem = 7
pos = -69,-35

[State 801, 2]
type = TargetBind
trigger1 = animelem = 8
pos = -72,0


[state a]
type = targetstate
trigger1 = time = 0
value = 2022


[state a]
type = hitadd
trigger1 = animelemtime(4) = 54
trigger2 = animelem = 8
value = 1

[state a]
type = targetlifeadd
trigger1 = animelemtime(4) = 54
value = floor(-60*fvar(5))
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = floor(-104*fvar(5))

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(ENEMY)真八稚女・蛟・上段喰らい
[Statedef 2020]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

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

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

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animtime = 0
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)真八稚女・蛟・下段喰らい
[Statedef 2021]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2021

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

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

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animtime = 0
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)真八稚女・蛟・投げられ
[Statedef 2022]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2022

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

;---------------------[移動]
[state a]
type = velset
trigger1 = animelem = 7
x = 3
y = -5

[state a]
type = veladd
trigger1 = animelem = 7,>0
y = 0.35

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animelem = 7,>0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 真八稚女・十爪砕
[Statedef 2050]
type    = S
movetype = A
physics = N
anim = 2050
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = -1000

;---------------------[スパキャン]
[State a];点滅
type = palfx
triggerall = time <= 20
triggerall = time % 2 = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State a];ゲージ
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
value = -1000

;---------------------[補正]
[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget = 0
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = numtarget
value = fvar(5)

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

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

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6011
sprpriority = -9999
postype = p1
pos = 26,-134
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6001
sprpriority = 50
postype = p1
pos = 26,-134
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0
;---------------------[無敵]
[state nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 5
ignorehitpause = 1
palbright = 33,3,124
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
sprpriority = -5


[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animtime = 0
time = 1


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
triggerall = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = EnemyNear(Var(57)),StateType = S || EnemyNear(Var(57)),StateType = C
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) > 0
triggerall = time = 0
trigger1 = EnemyNear(Var(57)),StateType = A
v = 5
value = 1

;---------------------[演出]

;---------------------[効果音]

;---------------------[移動]

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 6
anim = 2056
id = 2050
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7002
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = null;HitDef
trigger1 = animelem = 10
attr = S, HA
animtype  = hard
damage    = 68,10
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 44,44
sparkno = s700200
sparkxy = -24,-86
hitsound   = s300,4
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.velocity = -3,-5.8
guard.velocity = -8
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 210
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time =64
palfx.mul = 240,160,100
palfx.sinadd = 163,165,168,24
palfx.add = 230,160,104
envshake.time = 21
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = var(5) = 0
trigger1 = animtime = 0
value = 2051

[State 100, 4]
type = ChangeState
trigger1 = var(5) = 1
trigger1 = animtime = 0
value = 2052


;---------------------------------------------------------------------------
; 真八稚女・十爪刻・ダッシュ
[Statedef 2051]
type    = S
movetype = A
physics = N
anim = 2051
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[無敵]

;---------------------[演出]

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 1
value = 100,0

;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = 11

;---------------------[エフェクト]

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animelem = 55
time = 40


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = null;EnvColor
trigger1 = animelem = 10,>=0
trigger1 = animelem = 11,<0
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = null;Explod
trigger1 = movehit
anim = 7002
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 0,0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s7050
sparkxy = -24,-66
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.velocity = -3,-5.8
guard.velocity = -8
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 2050
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p1stateno = 2060
p2stateno = 2020

;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = time = 24
trigger2 = moveguarded
value = 2005


;---------------------------------------------------------------------------
; 真八稚女・十爪刻・ジャンプ
[Statedef 2052]
type    = A
movetype = A
physics = N
anim = 2052
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[無敵]

;---------------------[演出]

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 1
value = 40,1

;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = 11
y = -6

[state a]
type = veladd
trigger1 = time != 0
y = 0.54

;---------------------[エフェクト]

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animelem = 55
time = 40


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = null;EnvColor
trigger1 = animelem = 10,>=0
trigger1 = animelem = 11,<0
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = null;Explod
trigger1 = movehit
anim = 7002
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 64,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = time = 0
attr = A, HA
animtype  = hard
damage    = 0,0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = H
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s7050
sparkxy = -24,-66
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.velocity = -3,-5.8
guard.velocity = -8
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 2050
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p1stateno = 2060
p2stateno = 2020

;---------------------[ステート移行]
[State 100, 4]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger2 = moveguarded
value = 2006


;---------------------------------------------------------------------------
; 真八稚女・十爪刻・攻撃
[Statedef 2060]
type    = S
movetype = A
physics = N
anim = 2060
sprpriority = 10
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 12
value = 320,random%2

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = velset
trigger1 = time = 0
x = 1

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 12
anim = 7050
id = 3000
sprpriority = 99
postype = p1
pos = 52,-64
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


[State explod];
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 12
anim = 2055
id = 3000
sprpriority = 20
postype = p1
pos = 48,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


;---------------------[演出]
[State 210, Width]
type = Width
trigger1 = 1
edge = 36,0


[State a]
type = EnvColor
trigger1 = animelem = 5
trigger2 = animelem = 12
;persistent = 0
;ignorehitpause = 1
time = 1
value = 255,255,255
under = 2


;---------------------[相手制御]
[state a]
type = targetbind
trigger1 = 1
pos = 32,0

[state a]
type = targetstate
trigger1 = animelem = 5
value = 2021

[state a]
type = targetstate
trigger1 = animelem = 12
value = 2020

[state a]
type = hitadd
trigger1 = animelem = 5
trigger2 = animelem = 12
value = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 5
trigger2 = animelem = 12
value = floor(-15*fvar(5))
kill = 0

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = time = 222
value = 2061



;---------------------------------------------------------------------------
; 真八稚女・十爪刻・フィニッシュ
[Statedef 2061]
type    = S
movetype = A
physics = N
anim = 2061
sprpriority = 20
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 310,1

[State 00];
type = PlaySnd
trigger1 = animelem = 4
value = 2000,0

[State 00];
type = PlaySnd
trigger1 = animelemtime(4) = 54
value = 1200,1


[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelem = 5
value = 40, 1


;---------------------[移動]
[state a]
type = velset
trigger1 = animelem = 5
y = -10

[state a]
type = veladd
trigger1 = animelem = 5,>0
y = 0.45


;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 4
anim = 7016
id = 3000
sprpriority = 15
postype = p1
pos = 16,-128
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 16,-122
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 10,-104
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 24,-112
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2015
id = 3000
sprpriority = 18
postype = p1
pos = 20,-88
bindtime = 1
removetime = 82
supermovetime = 0
under = 0
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 1,1


[State explod];
type = Explod
trigger1 = animelemtime(4) = 54
anim = 1206
id = 3000
sprpriority = 18
postype = p1
pos = 16,-108
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1


;---------------------[演出]
[State 210, Width]
type = Width
trigger1 = 1
edge = 36,0


[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(4) = 54
time = 22
ampl = -11
freq = 125
phase = 95


[State a]
type = null;EnvColor
trigger1 = animelem = 8
;persistent = 0
;ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 1020, 4]
type = null;EnvShake
trigger1 = animelem = 8
time = 14
ampl = -9
freq = 125
phase = 95

;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varadd
trigger1 = time < 25
v = 6
value = -6
ignorehitpause = 1

[state a]
type = null;varadd
trigger1 = time >= 130
trigger1 = time < 155
v = 6
value = 6
ignorehitpause = 1

[state a]
type = null;varset
trigger1 = time = 155
v = 6
value = 0


[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


;---------------------[相手制御]
[state a]
type = targetbind
trigger1 = time = 0
pos = 32,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 15,-124

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = 25,-135
time = 8

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6,>=0
pos = 13,-117



[state a]
type = targetstate
trigger1 = time = 0
value = 2072


[state a]
type = hitadd
trigger1 = animelemtime(4) = 54
trigger2 = animelem = 8
value = 1

[state a]
type = targetlifeadd
trigger1 = animelemtime(4) = 54
value = floor(-60*fvar(5))
kill = 0


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2062



;---------------------------------------------------------------------------
; 真八稚女・十爪刻・叩きつけ
[Statedef 2062]
type    = S
movetype = A
physics = N
anim = 2062
sprpriority = 20
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = 5100,0

[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = 1200,1

[State 00];
type = PlaySnd
trigger1 = animelem = 1
value = 320,4


;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = turn
trigger1 = animelem = 3


;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = time = 0
anim = 7020
id = 3000
sprpriority = -3
postype = p1
pos = -48,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 1,1

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = time = 0
id = 2080
name = "kama"
sprpriority = 5
pos = -80,0
postype = p1
stateno = 2080
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[演出]
[State 210, Width]
type = Width
trigger1 = 1
edge = 36,0


[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 14
ampl = -9
freq = 125
phase = 95

;---------------------[演出]
[state a]
type = varadd
trigger1 = time >= 25
trigger1 = time < 50
v = 6
value = 6
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 50
v = 6
value = 0


[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


;---------------------[相手制御]
[state a]
type = targetbind
trigger1 = time = 0
pos = -80,0


[state a]
type = targetstate
trigger1 = time = 0
value = 2073


[state a]
type = hitadd
trigger1 = time = 0
value = 1

[state a]
type = targetlifeadd
trigger1 = time = 0
value = floor(-124*fvar(5))


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)真八稚女・十爪刻・投げられ
[Statedef 2072]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2072

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

;---------------------[移動]
[state a]
type = velset
trigger1 = animelem = 7
x = 3
y = -5

[state a]
type = veladd
trigger1 = animelem = 7,>0
y = 0.35

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animelem = 7,>0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100


;---------------------------------------------------------------------------
;(ENEMY)真八稚女・十爪刻・叩きつけられ
[Statedef 2073]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2073

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

;---------------------[移動]
[state a]
type = velset
trigger1 = animelem = 3
x = 3
y = -5

[state a]
type = veladd
trigger1 = animelem = 3,>0
y = 0.35

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = animelem = 3,>0
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100


;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)血
[Statedef 2080]
type = A
ctrl = 0
anim = 1415
velset = 0,0
movetype = A
physics = N
sprpriority = 50

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1


;---------------------[拡縮]
[state a]
type = angleset
trigger1 = 1
value = 90

[state a]
type = angledraw
trigger1 = 1

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0


;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]






;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 拘束斬り
[Statedef 2100]
type    = S
movetype = A
physics = N
anim = 2100
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = -1000

;---------------------[スパキャン]
[State a];点滅
type = palfx
triggerall = time <= 20
triggerall = time % 2 = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State a];ゲージ
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
value = -1000

;---------------------[補正]
[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget = 0
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = numtarget
value = fvar(5)

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

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

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6010
sprpriority = -9999
postype = p1
pos = -34,-29
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6000
sprpriority = 50
postype = p1
pos = -34,-29
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0
;---------------------[無敵]
[state nothitby]
type = nothitby
trigger1 = animelem = 10,<=0
value = SCA
time = 1

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 5
ignorehitpause = 1
palbright = 33,3,124
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
sprpriority = -5


[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animtime = 0
time = 1


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
triggerall = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) < 30
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) >= 30
v = 5
value = 1

;---------------------[演出]

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 7
value = 1600,0

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 6
x = 8

[state a]
type = posadd
trigger1 = animelem = 7
x = 16

[state a]
type = posadd
trigger1 = animelem = 9
x = 12



;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 7
anim = 2105
id = 3000
sprpriority = 99
postype = p1
pos = 45,-103
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = animelem = 9
attr = S, HA
animtype  = hard
damage    = 20,10
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 12,12
sparkno = s700200
sparkxy = -24,-86
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1.5,-9
air.velocity = -1.5,-9
guard.velocity = -8
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 2100
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p2stateno = 2120
kill = 0

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = numtarget
trigger1 = target,stateno = 2120
value = 2110

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 拘束斬り・攻撃
[Statedef 2110]
type    = S
movetype = A
physics = N
anim = 2110
sprpriority = 10
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 24
trigger3 = animelemtime(4) = 36
trigger4 = animelemtime(4) = 48
trigger5 = animelemtime(4) = 60
trigger6 = animelemtime(4) = 72
trigger7 = animelemtime(4) = 84
trigger8 = animelem = 4
value = 320,random%2

[State 00];
type = PlaySnd
trigger1 = animelemtime(4) = 84
value = 320,5

[State 00];
type = PlaySnd
trigger1 = animelemtime(4) = 84
value = 1200,1

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 24
trigger3 = animelemtime(4) = 36
trigger4 = animelemtime(4) = 48
trigger5 = animelemtime(4) = 60
trigger6 = animelemtime(4) = 72
trigger7 = animelemtime(4) = 84
trigger8 = animelem = 4
anim = 7050
id = 3000
sprpriority = 99
postype = p2
pos = -30 + random%60,-30 + random%60
bindtime = 1
supermovetime = 0
under = 0
facing = -1
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 84
anim = 1415
id = 3000
sprpriority = 99
postype = p2
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
facing = 1
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5


;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = animelem = 3
id = 2115
name = "kama"
sprpriority = 5
pos = 0,-48
postype = p2
stateno = 2115
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[演出]
[State a]
type = EnvColor
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 24
trigger3 = animelemtime(4) = 36
trigger4 = animelemtime(4) = 48
trigger5 = animelemtime(4) = 60
trigger6 = animelemtime(4) = 72
trigger7 = animelemtime(4) = 84
trigger8 = animelem = 4
;persistent = 0
;ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[演出]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 90
ampl = -4
freq = 95
phase = 95

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(4) = 84
time = 16
ampl = -16
freq = 95
phase = 95


;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varadd
trigger1 = time < 25
v = 6
value = -6
ignorehitpause = 1

[state a]
type = varadd
trigger1 = animelem = 6,>=0
trigger1 = animelem = 6,<25
v = 6
value = 6
ignorehitpause = 1

[state a]
type = varset
trigger1 = animelem = 6,>25
v = 6
value = 0


[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = animelem = 4
value = 2121

[state a]
type = targetstate
trigger1 = animelemtime(4) = 24
trigger2 = animelemtime(4) = 48
trigger3 = animelemtime(4) = 72
trigger4 = animelemtime(4) = 84
value = 2122

[state a]
type = targetstate
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 36
trigger3 = animelemtime(4) = 60
value = 2123


[state a]
type = targetstate
trigger1 = animelemtime(4) = 104
value = 2124

[state a]
type = targetlifeadd
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 24
trigger3 = animelemtime(4) = 36
trigger4 = animelemtime(4) = 48
trigger5 = animelemtime(4) = 60
trigger6 = animelemtime(4) = 72
trigger7 = animelem = 4
value = floor(-24*fvar(5))
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelemtime(4) = 84
value = floor(-180*fvar(5))

[state a]
type = hitadd
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 24
trigger3 = animelemtime(4) = 36
trigger4 = animelemtime(4) = 48
trigger5 = animelemtime(4) = 60
trigger6 = animelemtime(4) = 72
trigger7 = animelemtime(4) = 84
trigger8 = animelem = 4
value = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;(ENEMY)拘束斬り・吹き飛び
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[State 820, 1]
type = sprpriority
Trigger1 = 1
value = 1

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

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


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 1
x = -1.25
y = -11

[state a]
type = veladd
trigger1 = time >= 1
y = 0.4

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100


;---------------------------------------------------------------------------
;(ENEMY)拘束斬り・捕まり
[Statedef 2121]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[state a]
type = posadd
trigger1 = time = 0
y = -48

[State 820, 1]
type = sprpriority
Trigger1 = 1
value = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2121

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


;---------------------[ステート移行]
[state a]
type = null;selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100

;---------------------------------------------------------------------------
;(ENEMY)拘束斬り・斬られ
[Statedef 2122]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[State 820, 1]
type = sprpriority
Trigger1 = 1
value = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2122

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


;---------------------------------------------------------------------------
;(ENEMY)拘束斬り・斬られ
[Statedef 2123]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[State 820, 1]
type = sprpriority
Trigger1 = 1
value = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2123

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

;---------------------------------------------------------------------------
;(ENEMY)拘束斬り・吹き飛び
[Statedef 2124]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[State 820, 1]
type = sprpriority
Trigger1 = 1
value = 1

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

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


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -2.5
y = -4

[state a]
type = veladd
trigger1 = 1
y = 0.4

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100




;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)拘束
[Statedef 2115]
type = A
ctrl = 0
anim = 2115
velset = 0,0
movetype = A
physics = N
sprpriority = 40

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1


;---------------------[アニメーション]
[state a]
type = changeanim
triggerall = anim = 2115
trigger1 = root,stateno = 2110
trigger1 = root,animelem = 6
trigger2 = root,stateno = 2160
trigger2 = root,animelem = 6
value = 2116

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 49
id = 3000

[State explod];
type = null;Explod
trigger1 = time = 0
anim = 1305
id = 3000
sprpriority = -10
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.75
removetime = -1

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = sub

[state a]
type = angledraw
trigger1 = 1
scale = 1.25,1.25


;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = anim = 2116
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; MAX拘束斬り
[Statedef 2150]
type    = S
movetype = A
physics = N
anim = 2150
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = -1000

;---------------------[スパキャン]
[State a];点滅
type = palfx
triggerall = time <= 20
triggerall = time % 2 = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State a];ゲージ
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
value = -1000

;---------------------[補正]
[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget = 0
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = numtarget
value = fvar(5)

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

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

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6011
sprpriority = -9999
postype = p1
pos = -34,-29
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6001
sprpriority = 50
postype = p1
pos = -34,-29
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0
;---------------------[無敵]
[state nothitby]
type = nothitby
trigger1 = animelem = 10,<=0
value = SCA
time = 1

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 5
ignorehitpause = 1
palbright = 33,3,124
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
sprpriority = -5


[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animtime = 0
time = 1


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
triggerall = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) < 30
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) >= 30
v = 5
value = 1

;---------------------[演出]

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelem = 7
value = 1600,0

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 6
x = 8

[state a]
type = posadd
trigger1 = animelem = 7
x = 16

[state a]
type = posadd
trigger1 = animelem = 9
x = 12



;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelem = 7
anim = 2105
id = 3000
sprpriority = 99
postype = p1
pos = 45,-103
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

[State a]
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7050
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 84,-69
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

;---------------------[攻撃]
[State 240, 2]
type = HitDef
triggerall = var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = animelem = 9
attr = S, HA
animtype  = hard
damage    = 20,10
priority = 6, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 12,12
sparkno = s700200
sparkxy = -24,-86
hitsound   = s320,1
guard.sparkno = s701200
guardsound = s400,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1.5,-9
air.velocity = -1.5,-9
guard.velocity = -8
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 2150
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p2stateno = 2120
kill = 0

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = numtarget
trigger1 = target,stateno = 2120
value = 2160

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MAX拘束斬り・攻撃
[Statedef 2160]
type    = S
movetype = A
physics = N
anim = 2160
sprpriority = 10
ctrl = 0
velset = 0,0
poweradd = 0

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 18
trigger3 = animelemtime(4) = 24
trigger4 = animelemtime(4) = 30
trigger5 = animelemtime(4) = 36
trigger6 = animelemtime(4) = 42
trigger7 = animelemtime(4) = 48
trigger8 = animelemtime(4) = 54
trigger9 = animelemtime(4) = 60
trigger10= animelemtime(4) = 66
trigger11= animelemtime(4) = 72
trigger12= animelemtime(4) = 78
trigger13= animelemtime(4) = 84
trigger14= animelemtime(4) = 90
trigger15= animelemtime(4) = 96
trigger16= animelemtime(4) = 102
trigger17= animelemtime(4) = 108
trigger18= animelemtime(4) = 114
trigger19= animelemtime(4) = 120
trigger20= animelem = 4
value = 320,random%2

[State 00];
type = PlaySnd
trigger1 = animelemtime(4) = 120
value = 1200,1

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 18
trigger3 = animelemtime(4) = 24
trigger4 = animelemtime(4) = 30
trigger5 = animelemtime(4) = 36
trigger6 = animelemtime(4) = 42
trigger7 = animelemtime(4) = 48
trigger8 = animelemtime(4) = 54
trigger9 = animelemtime(4) = 60
trigger10= animelemtime(4) = 66
trigger11= animelemtime(4) = 72
trigger12= animelemtime(4) = 78
trigger13= animelemtime(4) = 84
trigger14= animelemtime(4) = 90
trigger15= animelemtime(4) = 96
trigger16= animelemtime(4) = 102
trigger17= animelemtime(4) = 108
trigger18= animelemtime(4) = 114
trigger19= animelemtime(4) = 120
trigger20= animelem = 4
anim = 7050
id = 3000
sprpriority = 99
postype = p2
pos = -30 + random%60,-30 + random%60
bindtime = 1
supermovetime = 0
under = 0
facing = -1
ownpal = 1
ignorehitpause = 1
scale = 1,1

[State explod];
type = Explod
trigger1 = animelemtime(4) = 120
anim = 1415
id = 3000
sprpriority = 99
postype = p2
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
facing = 1
ownpal = 1
ignorehitpause = 1
scale = 1,1


;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = animelem = 3
id = 2115
name = "kama"
sprpriority = 5
pos = 0,-48
postype = p2
stateno = 2115
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[演出]
[State a]
type = EnvColor
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 18
trigger3 = animelemtime(4) = 24
trigger4 = animelemtime(4) = 30
trigger5 = animelemtime(4) = 36
trigger6 = animelemtime(4) = 42
trigger7 = animelemtime(4) = 48
trigger8 = animelemtime(4) = 54
trigger9 = animelemtime(4) = 60
trigger10= animelemtime(4) = 66
trigger11= animelemtime(4) = 72
trigger12= animelemtime(4) = 78
trigger13= animelemtime(4) = 84
trigger14= animelemtime(4) = 90
trigger15= animelemtime(4) = 96
trigger16= animelemtime(4) = 102
trigger17= animelemtime(4) = 108
trigger18= animelemtime(4) = 114
trigger19= animelemtime(4) = 120
trigger20= animelem = 4
;persistent = 0
;ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

;---------------------[演出]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 120
ampl = -4
freq = 95
phase = 95

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(4) = 120
time = 16
ampl = -16
freq = 95
phase = 95


;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varadd
trigger1 = time < 25
v = 6
value = -6
ignorehitpause = 1

[state a]
type = varadd
trigger1 = animelem = 6,>=0
trigger1 = animelem = 6,<25
v = 6
value = 6
ignorehitpause = 1

[state a]
type = varset
trigger1 = animelem = 6,>25
v = 6
value = 0


[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(6),var(6)
color = 256
ignorehitpause = 1


;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = animelem = 4
value = 2121

[state a]
type = targetstate
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 24
trigger3 = animelemtime(4) = 36
trigger4 = animelemtime(4) = 48
trigger5 = animelemtime(4) = 60
trigger6 = animelemtime(4) = 72
trigger7 = animelemtime(4) = 84
trigger8 = animelemtime(4) = 96
trigger9 = animelemtime(4) = 108
trigger10= animelemtime(4) = 120
;trigger11= animelem = 4
value = 2122

[state a]
type = targetstate
trigger1 = animelemtime(4) = 18
trigger2 = animelemtime(4) = 30
trigger3 = animelemtime(4) = 42
trigger4 = animelemtime(4) = 54
trigger5 = animelemtime(4) = 66
trigger6 = animelemtime(4) = 78
trigger7 = animelemtime(4) = 90
trigger8 = animelemtime(4) = 102
trigger9 = animelemtime(4) = 114
;trigger10= animelem = 4
value = 2123


[state a]
type = targetstate
trigger1 = animelemtime(4) = 120
value = 2124

[state a]
type = targetlifeadd
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 18
trigger3 = animelemtime(4) = 24
trigger4 = animelemtime(4) = 30
trigger5 = animelemtime(4) = 36
trigger6 = animelemtime(4) = 42
trigger7 = animelemtime(4) = 48
trigger8 = animelemtime(4) = 54
trigger9 = animelemtime(4) = 60
trigger10= animelemtime(4) = 66
trigger11= animelemtime(4) = 72
trigger12= animelemtime(4) = 78
trigger13= animelemtime(4) = 84
trigger14= animelemtime(4) = 90
trigger15= animelemtime(4) = 96
trigger16= animelemtime(4) = 102
trigger17= animelemtime(4) = 108
trigger18= animelemtime(4) = 114
trigger19= animelem = 4
value = floor(-12*fvar(5))
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelemtime(4) = 120
value = floor(-264*fvar(5))

[state a]
type = hitadd
trigger1 = animelemtime(4) = 12
trigger2 = animelemtime(4) = 18
trigger3 = animelemtime(4) = 24
trigger4 = animelemtime(4) = 30
trigger5 = animelemtime(4) = 36
trigger6 = animelemtime(4) = 42
trigger7 = animelemtime(4) = 48
trigger8 = animelemtime(4) = 54
trigger9 = animelemtime(4) = 60
trigger10= animelemtime(4) = 66
trigger11= animelemtime(4) = 72
trigger12= animelemtime(4) = 78
trigger13= animelemtime(4) = 84
trigger14= animelemtime(4) = 90
trigger15= animelemtime(4) = 96
trigger16= animelemtime(4) = 102
trigger17= animelemtime(4) = 108
trigger18= animelemtime(4) = 114
trigger19= animelemtime(4) = 120
trigger20= animelem = 4
value = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; アウェイキングブラッド
[Statedef 2200]
type    = S
movetype = A
physics = N
anim = 2200
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = -2000

;---------------------[スパキャン]
[State a];点滅
type = palfx
triggerall = time <= 20
triggerall = time % 2 = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State a];ゲージ
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
value = -1000

;---------------------[補正]
[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget = 0
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = numtarget
value = fvar(5)

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 2000, 2]
type = Pause
trigger1 = time = 1
time = 72
movetime = 72
anim = -1
darken = 0

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6011
sprpriority = -9999
postype = p1
pos = 4,-96
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6001
sprpriority = 50
postype = p1
pos = 4,-96
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0
;---------------------[無敵]
[state nothitby]
type = nothitby
trigger1 = animelem = 10,<=0
value = SCA
time = 1

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 5
ignorehitpause = 1
palbright = 33,3,124
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
sprpriority = -5


[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animtime = 0
time = 1


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0


;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = animelemtime(7) = 15
value = 190,0

[State 00];
type = PlaySnd
trigger1 = animelem = 8
value = 2200,0

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 9
x = 146



;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = animelemtime(7) = 15
anim = 2205
id = 2200
sprpriority = -10
postype = p1
pos = -16,-106
bindtime = 1
pausemovetime = 999
supermovetime = 999
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelem = 8
anim = 2210
id = 2200
sprpriority = -20
postype = back
pos = 0,0
bindtime = -1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255


[State explod];
type = Explod
trigger1 = animelem = 8
anim = 2211
id = 2200
sprpriority = 20
postype = back
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelem = 8
anim = 2211
id = 2200
sprpriority = -30
postype = back
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255


[State explod];
type = Explod
trigger1 = animelemtime(8) = 2
anim = 2211
id = 2200
sprpriority = 20
postype = back
pos = 60,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 2
anim = 2211
id = 2200
sprpriority = -30
postype = back
pos = 60,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 4
anim = 2211
id = 2200
sprpriority = 20
postype = back
pos = 120,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 4
anim = 2211
id = 2200
sprpriority = -30
postype = back
pos = 120,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 6
anim = 2211
id = 2200
sprpriority = 20
postype = back
pos = 180,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 6
anim = 2211
id = 2200
sprpriority = -30
postype = back
pos = 180,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 8
anim = 2211
id = 2200
sprpriority = 20
postype = back
pos = 240,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 8
anim = 2211
id = 2200
sprpriority = -30
postype = back
pos = 240,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 10
anim = 2211
id = 2200
sprpriority = 20
postype = back
pos = 300,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = animelemtime(8) = 10
anim = 2211
id = 2200
sprpriority = -30
postype = back
pos = 300,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255


;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = animelem = 8
id = 2220
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2220
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0


;---------------------[透過]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varadd
trigger1 = animelem = 7,>=0
trigger1 = animelem = 8,<0
v= 6
value = 8

[state a]
type = varadd
trigger1 = animelem = 9,>=0
trigger1 = animelem = 9,<32
v= 6
value = -8

[state a]
type = varset
trigger1 = animelem = 8
v = 6
value = 256

[state a]
type = varset
trigger1 = animelemtime(9) = 32
v = 6
value = 0


[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(6), var(6)

;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = -255

[state a]
type = varadd
trigger1 = animelem = 10,>=0
v = 5
value = 10
ignorehitpause = 1

[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = var(5),var(5),var(5)
color = 256
ignorehitpause = 1

[State a];点滅
type = null;bgpalfx
trigger1 = time = 75
time = 2
add = 256,-256,-256
color = 256
ignorehitpause = 1




;---------------------[ステート移行]

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)攻撃判定
[Statedef 2220]
type = A
ctrl = 0
anim = 2220
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[お手玉制限]
[state a]
type = parentvarset
trigger1 = movehit
v = 1
value = 1
ignorehitpause = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1


;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
x = 0

[state a]
type = posadd
trigger1 = time = 0
x = -300

[state a]
type = velset
trigger1 = time = 0
x = 50

;---------------------[エフェクト]
[State explod];ガードエフェクト
type = null;Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p1
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = 1

;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = Explod
trigger1 = movehit = 1
anim = 7002
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

[State explod];ガードエフェクト
type = Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = time = 0
attr = A, HP
animtype  = diagup
damage    = floor(420*root,fvar(5)),10
priority = 4, Hit
getpower = 0,0
givepower = 16,16
guardflag = M
pausetime = 0,18
sparkno = s700200
sparkxy = 0,0
hitsound   = s320,4
guard.sparkno = s701200
guardsound = s400,1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -8.1,-11
air.velocity = -8.6,-11
yaccel = 0.45
fall.recover = 0
fall = 1
fall.recover = 0
ID = 2200
nochainID = 9999

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = time = 30

;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 名称未設定
[Statedef 2300]
type    = S
movetype = A
physics = N
anim = 2300
sprpriority = 5
ctrl = 0
velset = 0,0
poweradd = -3000

;---------------------[スパキャン]
[State a];点滅
type = palfx
triggerall = time <= 20
triggerall = time % 2 = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State a];ゲージ
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1220
trigger3 = prevstateno = 1041
value = -1000

;---------------------[補正]
[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget
fvar(5) = 1 - target,gethitvar(hitcount)*0.05

[state varset]
type = varset
trigger1 = time = 0
trigger1 = numtarget = 0
fvar(5) = 1

[state c]
type = attackmulset
trigger1 = numtarget = 0
value = 1

[state c]
type = attackmulset
trigger1 = numtarget
value = fvar(5)

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

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

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 6012
sprpriority = -9999
postype = p1
pos = 28,-122
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6002
sprpriority = 50
postype = p1
pos = 28,-122
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 6000,0
;---------------------[無敵]
[state nothitby]
type = nothitby
trigger1 = animelem = 9,<=0
value = SCA
time = 1

;---------------------[演出]
[State 50, 4];残像
type = null;AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 5
ignorehitpause = 1
palbright = 33,3,124
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
sprpriority = -5


[State 50, 4];残像
type = null;AfterImagetime
trigger1 = animtime = 0
time = 1


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
TriggerAll = Var(59) <= 0
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) = [220,260]
v = 5
value = 3

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) = [140,200]
v = 5
value = 2

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) = [60,100]
v = 5
value = 1

[state a]
type = varset
TriggerAll = Var(59) > 0
trigger1 = time = 0
trigger1 = P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) < 40
v = 5
value = 0

[state a]
type = varset
TriggerAll = Var(59) > 0
TriggerAll = Var(5) = 0
trigger1 = time = 0
v = 5
value = RAndom%2 + (P2BodyDist X - Ceil(EnemyNear(Var(57)),Vel X * 15) > 150) + 2

;---------------------[効果音]
[State 00];
type = null;PlaySnd
trigger1 = animelemtime(7) = 15
value = 190,0

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = null;Explod
trigger1 = animelemtime(7) = 15
anim = 2205
id = 2200
sprpriority = -10
postype = p1
pos = -16,-106
bindtime = 1
pausemovetime = 999
supermovetime = 999
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
trans = addalpha
alpha = 255,255

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = var(5) = 0
trigger1 = animelem = 8
id = 2310
name = "kama"
sprpriority = 5
pos = 74,0
postype = p1
stateno = 2310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) = 1
trigger1 = animelem = 8
id = 2310
name = "kama"
sprpriority = 5
pos = 138,0
postype = p1
stateno = 2310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) = 2
trigger1 = animelem = 8
id = 2310
name = "kama"
sprpriority = 5
pos = 202,0
postype = p1
stateno = 2310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = var(5) = 3
trigger1 = animelem = 8
id = 2310
name = "kama"
sprpriority = 5
pos = 266,0
postype = p1
stateno = 2310
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 36,0

;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 6
value = -255

[state a]
type = varadd
trigger1 = animelem = 10,>=0
v = 6
value = 10
ignorehitpause = 1

[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = var(6),var(6),var(6)
color = 256
ignorehitpause = 1

[State a];点滅
type = null;bgpalfx
trigger1 = time = 75
time = 2
add = 256,-256,-256
color = 256
ignorehitpause = 1


;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = var(5) = 5
value = 2301


[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 名称未設定・ヒット
[Statedef 2301]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 0
velset = 0,0
anim = 2301
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = animelem = 13
value = 2300,1



[State a];
type = PlaySnd
trigger1 = time = 460
value = 2300,3

[State a];
type = PlaySnd
trigger1 = time = 480
value = 2300,5

[State a];
type = PlaySnd
trigger1 = time = 508
value = 2300,4

[State a];
type = PlaySnd
trigger1 = time = 508
value = 320,5


;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = animelem = 13
anim = 2313
id = 3000
sprpriority = 100
postype = back
pos = 0,0
bindtime = -1
removetime = 527
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.55,1.0
trans = sub
alpha = 256,256

[State explod];
type = Explod
trigger1 = animelem = 13
anim = 2314
id = 3000
sprpriority = 100
postype = back
pos = 160,0
bindtime = -1
removetime = 527
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.55,1.0
trans = sub
alpha = 256,256



[State explod];
type = Explod
trigger1 = time = 456
anim = 2317
id = 3000
sprpriority = 100
postype = back
pos = 0,0
bindtime = -1
removetime = 124
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
ontop = 1
scale = 999,999
trans = sub
alpha = 256,256


[state a]
type = AssertSpecial
trigger1 = time >= 456
flag = nomusic

[state a]
type = AssertSpecial
trigger1 = time >= 111
flag = nobg
flag2= nofg


;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = time = 124
id = 2316
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2316
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = time = 124
id = 2317
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2317
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state a];ヘルパー
type = Helper
trigger1 = time = 124
id = 2318
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2318
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[演出]
[state a]
type = varadd
trigger1 = var(6) < 0
v = 6
value = 10
ignorehitpause = 1

[state a]
type = varset
trigger1 = var(6) >= 0
v = 6
value = 0
ignorehitpause = 1

[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = var(6),var(6),var(6)
color = 256
ignorehitpause = 1

;---------------------[演出]
[State 1];カメラ固定
type = screenbound
trigger1 = time >= 370
value = 1
movecamera = 1

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 370
value = 2302

[state a]
type = sprpriority
trigger1 = time = 370
value = 108


[state a]
type = posset
trigger1 = time >= 370
x = 0
y = enemynear,pos y - 10;pos y - screenpos y + 160

;---------------------[透過]
[state a]
type = varadd
trigger1 = time >= 370
trigger1 = time < 386
v = 5
value = 16

[state a]
type = Trans
trigger1 = time >= 370
trans = addalpha
alpha = var(5), 256 - var(5)

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = time = 412
id = 2303
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2303
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = time = 580
value = 2304

;---------------------------------------------------------------------------
; 名称未設定・フィニッシュ
[Statedef 2304]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 0
velset = 0,0
anim = 2304
sprpriority = 1
ctrl = 0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[効果音]
[State a];
type = PlaySnd
trigger1 = time = 0
value = 320,5

[State a];
type = PlaySnd
trigger1 = time = 0
value = 1200,1

[State a];
type = PlaySnd
trigger1 = time = 0
value = 1400,0

;---------------------[エフェクト]


;---------------------[ヘルパー]
[state a];ヘルパー
type = null;Helper
trigger1 = time = 124
id = 2316
name = "kama"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2316
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

;---------------------[演出]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = -256
ignorehitpause = 1

[state a]
type = varadd
trigger1 = var(5) < 0
v = 5
value = 4
ignorehitpause = 1

[state a]
type = varset
trigger1 = var(5) >= 0
v = 5
value = 0
ignorehitpause = 1

[State a];点滅
type = bgpalfx
trigger1 = 1
time = 5
add = 0,var(5),var(5)
color = 256
ignorehitpause = 1



;---------------------[演出]
[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 24
ampl = -11
freq = 125
phase = 95

;---------------------[移動]
[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
x = -64

;---------------------[ヘルパー]
[state a];ヘルパー
type = Helper
trigger1 = time = 0
id = 2080
name = "kama"
sprpriority = 5
pos = 64,0
postype = p1
stateno = 2080
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1


;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)髑髏
[Statedef 2310]
type = A
ctrl = 0
anim = 2310
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[お手玉制限]
[state a]
type = null;parentvarset
trigger1 = movehit
v = 1
value = 1
ignorehitpause = 1

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 2300,0

;---------------------[エフェクト]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State explod];
type = Explod
trigger1 = time = 0
anim = 2311
id = 3000
sprpriority = -10
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.35,0.5
trans = addalpha
alpha = 255,255

[State explod];
type = Explod
trigger1 = time = 0
anim = 2312
id = 3000
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
scale = 0.35,0.5
trans = addalpha
alpha = 255,255


;---------------------[エフェクト]
[State explod];ヒットエフェクト
type = null;Explod
trigger1 = movehit = 1
anim = 7002
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

[State explod];ガードエフェクト
type = null;Explod
trigger1 = moveguarded = 1
anim = 7012
id = 7000
sprpriority = 20
postype = p2
pos = 0,-75
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
facing = -1

;---------------------[攻撃]
[State 600, 2]
type = HitDef
triggerall = root,var(7) = 0
triggerall = (EnemyNear(Var(57)),stateno != [5040,5049]) || Var(51) != 0
trigger1 = animelem = 2
attr = A, HP
animtype  = hard
damage    = 0,0
priority = 4, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 0,12
sparkno = s700200
sparkxy = 0,0
hitsound   = s300,2
guard.sparkno = s701200
guardsound = s400,1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.slidetime = 16
guard.hittime  = 16
ground.velocity = -4.1,-6
air.velocity = -3.6,-6
yaccel = 0.45
fall.recover = 0
fall = 1
fall.recover = 0
ID = 2300
nochainID = 9999
palfx.time =80
palfx.mul = 200,200,200
palfx.sinadd = 13,15,18,24
palfx.add = 20,-120,-120
p2facing = 1
p1stateno = 2315
p2stateno = 2320

;---------------------[]
[state a]
type = changestate
trigger1 = movehit
trigerr1 = numtarget
value = 2315

[State 200, 7]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
;(HELPER)相手制御
[Statedef 2315]
type = A
ctrl = 0
anim = 3000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[変数]
[state a]
type = parentvarset
trigger1 = time = 0
v = 5
value = 5

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 166
trigger2 = time = 192
trigger3 = time = 205
trigger4 = time = 232
trigger5 = time = 264
trigger6 = time = 272
trigger7 = time = 280
trigger8 = time = 288
trigger9 = time = 296
trigger10= time = 302
trigger11= time = 334
value = 320,random%2

[State 00];
type = null;PlaySnd
trigger1 = time = 334
value = 1400,0

[State 00];
type = PlaySnd
trigger1 = time = 334
value = 1200,1

;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = time = 166
trigger2 = time = 192
trigger3 = time = 205
trigger4 = time = 232
trigger5 = time = 264
trigger6 = time = 272
trigger7 = time = 280
trigger8 = time = 288
trigger9 = time = 296
trigger10= time = 302
anim = 7050
id = 3000
sprpriority = 99
postype = p2
pos = -30 + random%60,-30 + random%60
bindtime = 1
supermovetime = 0
under = 0
facing = -1
ownpal = 1
ignorehitpause = 1
scale = 1,1
ontop = 1

[State explod];
type = Explod
trigger1 = time = 334
anim = 1415
id = 3000
sprpriority = 109
postype = p2
pos = 0,0
bindtime = 1
supermovetime = 0
under = 0
ownpal = 1
ignorehitpause = 1
facing = -1

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = time = 0
value = 2320


[state a]
type = targetstate
trigger1 = time = 124
value = 2321

[state a]
type = targetstate
trigger1 = time = 166
trigger2 = time = 205
trigger3 = time = 264
trigger4 = time = 280
trigger5 = time = 296
trigger6 = time = 334
value = 2322

[state a]
type = targetstate
trigger1 = time = 192
trigger2 = time = 232
trigger3 = time = 272
trigger4 = time = 288
trigger5 = time = 302
value = 2323

[state a]
type = targetstate
trigger1 = time = 354
value = 2324

[state a]
type = targetstate
trigger1 = time = 580
value = 2325

[state a]
type = targetlifeadd
trigger1 = time = 166
trigger2 = time = 192
trigger3 = time = 205
trigger4 = time = 232
trigger5 = time = 264
trigger6 = time = 272
trigger7 = time = 280
trigger8 = time = 288
trigger9 = time = 296
trigger10= time = 302
trigger11= time = 334
value = floor(-24*root,fvar(5))
kill = 0

[state a]
type = targetlifeadd
trigger1 = time = 580
value = floor(-340*root,fvar(5))

[state a]
type = hitadd
trigger1 = time = 166
trigger2 = time = 192
trigger3 = time = 205
trigger4 = time = 232
trigger5 = time = 264
trigger6 = time = 272
trigger7 = time = 280
trigger8 = time = 288
trigger9 = time = 296
trigger10= time = 302
trigger11= time = 334
trigger12= time = 580
value = 1

;---------------------[]
[State 200, 7]
type = null;destroyself
trigger1 = time = 135


;----------------------------------------------------------------------------
;(HELPER)背景A
[Statedef 2316]
type = A
ctrl = 0
anim = 2315
velset = 0,0
movetype = A
physics = N
sprpriority = 105

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[効果音]
[State 00];
type = PlaySnd
trigger1 = time = 0
value = 2300,2

;---------------------[移動]
[state turn]
type = turn
trigger1 = facing = -1

[state posset]
type = posset
trigger1 = 1
x = -160
y = pos y - screenpos y

[state angledraw]
type = angledraw
trigger1 = 1
scale = 0.5,1.0

;---------------------[透過]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[state a]
type = varadd
trigger1 = time < 32
v= 1
value = -8

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1), 256


;---------------------[消滅]
[State 200, 7]
type = destroyself
trigger1 = time = 456

;----------------------------------------------------------------------------
;(HELPER)背景B
[Statedef 2317]
type = A
ctrl = 0
anim = 2316
velset = 0,0
movetype = A
physics = N
sprpriority = 126

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[移動]
[state turn]
type = turn
trigger1 = facing = -1

[state posset]
type = posset
trigger1 = 1
x = -160
y = pos y - screenpos y

[state angledraw]
type = angledraw
trigger1 = 1
scale = 0.5,1.0

;---------------------[透過]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[state a]
type = varadd
trigger1 = time < 32
v= 1
value = -6

[state a]
type = Trans
trigger1 = 1
trans = sub
alpha = 256 - var(1), var(1)



[state a]
type = varset
trigger1 = time = 0
v = 2
value = -256

[state a]
type = varadd
trigger1 = time <= 32
v = 2
value = 6

[State a];点滅
type = palfx
trigger1 = 1
time = 1
add = var(2),var(2),var(2)
color = 256
ignorehitpause = 1

;---------------------[消滅]
[State 200, 7]
type = destroyself
trigger1 = time = 456


;----------------------------------------------------------------------------
;(HELPER)背景C
[Statedef 2318]
type = A
ctrl = 0
anim = 2316
velset = 0,0
movetype = A
physics = N
sprpriority = 106

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[移動]
[state turn]
type = turn
trigger1 = facing = -1

[state posset]
type = posset
trigger1 = 1
x = -160
y = pos y - screenpos y

[state angledraw]
type = angledraw
trigger1 = 1
scale = 0.5,1.0

;---------------------[透過]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[state a]
type = varadd
trigger1 = time < 32
v= 1
value = -8

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1), var(1)



[state a]
type = varset
trigger1 = time = 0
v = 2
value = -256

[state a]
type = varadd
trigger1 = time <= 32
v = 2
value = 6

[State a];点滅
type = palfx
trigger1 = 1
time = 1
add = 156,var(2),var(2)
color = 256
ignorehitpause = 1

;---------------------[消滅]
[State 200, 7]
type = destroyself
trigger1 = time = 456


;----------------------------------------------------------------------------
;(HELPER)ボディ
[Statedef 2303]
type = A
ctrl = 0
anim = 2303
velset = 0,0
movetype = A
physics = N
sprpriority = 109

;---------------------[移動]
[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[透過]
[state a]
type = varadd
trigger1 = time < 32
v = 5
value = 8

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(5), 256 - var(5)

;---------------------[消滅]
[State 200, 7]
type = destroyself
trigger1 = time = 168

;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]


;---------------------------------------------------------------------------
;(ENEMY)名称未設定・掴まれ
[Statedef 2320]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

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

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

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = time = 600
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)名称未設定・出現
[Statedef 2321]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 110

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2321

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

[state a]
type = posset
trigger1 = time = 0
x = 0
y = pos y - screenpos y + 120

;---------------------[透過]
[state a]
type = Trans
trigger1 = time < 32
trans = addalpha
alpha = time*8, 256 - time*8


;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = time = 600
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)名称未設定・上段ダメージ
[Statedef 2322]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 110

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2322

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

[state a]
type = posset
trigger1 = time = 0
x = 0
y = pos y - screenpos y + 120

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = time = 600
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)名称未設定・下段ダメージ
[Statedef 2323]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 110

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2323

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

[state a]
type = posset
trigger1 = time = 0
x = 0
y = pos y - screenpos y + 120

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = time = 600
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)名称未設定・気絶
[Statedef 2324]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 110

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA

;---------------------[演出]
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5300

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

[state a]
type = posset
trigger1 = time = 0
x = 0
y = pos y - screenpos y + 120 - const(size.mid.pos.y)

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = time = 600
value = 5000


;---------------------------------------------------------------------------
;(ENEMY)名称未設定・ダウン
[Statedef 2325]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 110

;---------------------[演出]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2325

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

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

;---------------------[ステート移行]
[state a]
type = selfstate
trigger1 = lose = 1
trigger1 = animtime = 0
value = 5150

[state a]
type = selfstate
trigger1 = animtime = 0
value = 5110


;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;ガードヘルパー
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Statedef 60000]
anim = 0
ctrl = 0

[State -1]
type = SelfState
Trigger1 = !ishelper
value = 0

[State -1];透明状態にする
Type = AssertSpecial
Trigger1 = IsHelper
flag = invisible

[State -1]
Type = Turn
Trigger1 = Facing = EnemyNear(Root,Var(57)),Facing
IgnoreHitPause = 1

[State -1];無敵
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = PosSet
Trigger1 = IsHelper
x = Ceil(EnemyNear(Root,Var(57)),Pos X)-10*Facing
y = 999
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State -1]
type = DestroySelf
TriggerAll = isHelper
Trigger1 = RoundState > 2
Trigger2 = Root,Alive = 0
IgnoreHitPause = 1

[State 60000,立ちガード時学習用]
type = VarSet
trigger1 = Root,StateNo = 130 || (Root,StateNo = [150,151]) 
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = S
var(50) = 1
ignorehitpause = 1

[State 60000,下段ガード時学習用]
type = VarSet
trigger1 = Root,StateNo = 131 || (Root,StateNo = [152,153])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = C
var(50) = 2
ignorehitpause = 1

[State 60000,空中ガード時学習用]
type = VarSet
trigger1 = Root,StateNo = 132 || (Root,StateNo = [154,155])
trigger2 = Root,StateNo = 120 || Root,StateNo = 125 || Root,StateNo = 140 || Root,StateNo = 145
trigger2 = Root,StateType = A
var(50) = 3
ignorehitpause = 1

[State 60000,リコイル用]
type = VarSet
trigger1 = Root,PrevStateNo = 145
trigger1 = Root,StateNo != [120,159]
var(50) = 4
ignorehitpause = 1

[State 60000,その他]
type = null;VarSet
trigger1 = Root,StateNo = 125
trigger2 = Root,StateNo = 140
trigger3 = Root,StateNo = 145
var(50) = 5
ignorehitpause = 1

[State 60000,リセット]
type = VarSet
TriggerAll = var(50)
TriggerAll = Root,StateNo != [120,155]
TriggerAll = Root,MoveType != H
trigger1 = Root,Ctrl || Root,StateNo < 200
trigger1 = (Root,StateNo != [35,52]) && (Root,StateNo != [100,119])
trigger2 = var(50)!=4
trigger2 = Root,MoveType = A || Root,StateNo = 7000
trigger3 = var(50)=4
trigger3 = Root,MoveType = A && Enemy(Root,Var(57)),MoveType = H && (Enemy(Root,Var(57)),StateNo!=[120,169])
var(50) = 0
ignorehitpause = 1

[State 60000,直前攻撃記憶]
type = VarSet
trigger1 = !var(51)
trigger1 = (Root,StateNo = [200,620]) || (Root,StateNo = [1400,1410]) || Root,StateNo = 800
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(51) = Root,StateNo
ignorehitpause = 1

[State 60000,相手投げ記憶]
type = VarSet
trigger1 = !var(52)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SC,NT,ST,HT
trigger1 = EnemyNear,Time > 1
var(52) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,相手time記憶]
type = VarSet
trigger1 = Root,var(59) > 0
trigger1 = Root,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(53) = EnemyNear,Time
ignorehitpause = 1

[State 60000,直前攻撃記憶2]
type = VarSet
trigger1 = !var(54)
trigger1 = (Root,StateNo = [700,720]) || (Root,StateNo = [1000,1410])
trigger1 = EnemyNear,MoveType != H
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
var(54) = Root,StateNo
ignorehitpause = 1

[State 60000,下段学習]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(1)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(1) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,下段学習2]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(2)
trigger1 = var(1)
trigger1 = var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(2) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,下段学習3]
type = VarSet
trigger1 = var(50) = 1
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(3)
trigger1 = var(2)
trigger1 = var(2) != EnemyNear,StateNo && var(1) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(3) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,中段学習]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(4)
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(4) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,中段学習2]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(5)
trigger1 = var(4)
trigger1 = var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(5) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,中段学習3]
type = VarSet
trigger1 = var(50) = 2
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(6)
trigger1 = var(5)
trigger1 = var(5) != EnemyNear,StateNo && var(4) != EnemyNear,StateNo
trigger1 = !var(13)||var(13)&&var(13)!=EnemyNear,StateNo
trigger1 = !var(15)||var(15)&&var(15)!=EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(6) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,投げ学習]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(7)
trigger1 = var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(7) = var(52)
ignorehitpause = 1

[State 60000,投げ学習2]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(8)
trigger1 = var(52)
trigger1 = var(7)
trigger1 = var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(8) = var(52)
ignorehitpause = 1

[State 60000,投げ学習3]
type = VarSet
trigger1 = var(50)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(9)
trigger1 = var(52)
trigger1 = var(8)
trigger1 = var(8) != var(52) && var(7) != var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
var(9) = var(52)
ignorehitpause = 1

[State 60000,空中学習]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(10)
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(10) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,空中学習2]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(11)
trigger1 = var(10)
trigger1 = var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(11) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,空中学習3]
type = VarSet
trigger1 = var(50) = 3
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(12)
trigger1 = var(11)
trigger1 = var(11) != EnemyNear,StateNo && var(10) != EnemyNear,StateNo
trigger1 = !var(52)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,HitDefAttr = SCA,AA || !(EnemyNear,HitDefAttr = SCA,AT)
var(12) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = !var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(13) = var(1)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = !var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(13) = var(2)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = !var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(13) = var(3)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(13) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,ガード不能判定]
type = VarSet
TriggerAll = var(13)
TriggerAll = !var(14)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(14) = -1
ignorehitpause = 1

[State 60000,ガード不能判定]
type = VarSet
TriggerAll = var(13)
TriggerAll = var(14) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(13)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(14) = 1
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
TriggerAll = !var(15)
TriggerAll = var(13)
trigger1 = var(1)>0
trigger1 = var(1) = var(4) || var(1) = var(5) || var(1) = var(6)
var(15) = ifelse(var(1)!=var(13),var(1),0)
ignorehitpause = 1

[State 60000,ガード不能学習2]
type = VarSet
TriggerAll = !var(15)
TriggerAll = var(13)
trigger1 = var(2)>0
trigger1 = var(2) = var(4) || var(2) = var(5) || var(2) = var(6)
var(15) = ifelse(var(1)!=var(13),var(2),0)
ignorehitpause = 1回避

[State 60000,ガード不能学習2]
type = VarSet
TriggerAll = !var(15)
TriggerAll = var(13)
trigger1 = var(3)>0
trigger1 = var(3) = var(4) || var(3) = var(5) || var(3) = var(6)
var(15) = ifelse(var(1)!=var(13),var(3),0)
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(1)
var(1) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(2)
var(2) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(3)
var(3) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(4)
var(4) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(5)
var(5) = 0
ignorehitpause = 1

[State 60000,ガード不能学習]
type = VarSet
TriggerAll = var(1)
trigger1 = var(15) = var(6)
var(6) = 0
ignorehitpause = 1

[State 60000,ガード不能判定2]
type = VarSet
TriggerAll = var(15)
TriggerAll = !var(16)
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = !(EnemyNear,HitDefAttr=SCA,AA)
var(16) = -1
ignorehitpause = 1

[State 60000,ガード不能判定2]
type = VarSet
TriggerAll = var(15)
TriggerAll = var(16) <= 0
trigger1 = EnemyNear,MoveType = A
trigger1 = EnemyNear,StateNo = var(15)
trigger1 = EnemyNear,HitDefAttr=SCA,AA
var(16) = 1
ignorehitpause = 1

[State 60000,受身無敵判定]
type = VarSet
TriggerAll = !var(18)
trigger1 = Root,CanRecover
trigger1 = Root,MoveType = H
var(18) = 1
ignorehitpause = 1

[State 60000,受身無敵判定]
type = VarSet
TriggerAll = var(18)
trigger1 = Root,CanRecover = 0
trigger1 = Root,MoveType = H
trigger1 = Enemy(Root,Var(57)),MoveType = A
trigger1 = Root,StateNo != 5210
var(19) = 1
ignorehitpause = 1

[State 60000,受身無敵判定]
type = VarSet
TriggerAll = var(18)
trigger1 = Root,CanRecover = 0
trigger2 = Root,MoveType != H
trigger3 = Root,StateType = L
trigger4 = Root,StateNo = [5100,5120]
trigger5 = Root,StateNo = 5210
var(18) = 0
ignorehitpause = 1

[State 60000,リコイル敵No記憶]
type = VarSet
trigger1 = Root,StateNo = 125
trigger1 = !var(20)
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = EnemyNear,MoveType = A
var(20) = EnemyNear,StateNo
ignorehitpause = 1

[State 60000,リコイル時敵Noリセット]
type = VarSet
TriggerAll = var(20)
trigger1 = EnemyNear,Ctrl
trigger2 = EnemyNear,MoveType != A
trigger3 = EnemyNear,StateNo = [120,169]
var(20) = 0
ignorehitpause = 1

[State 60000,リコイル学習]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(21) && var(20)>0
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(21) = var(20)
ignorehitpause = 1

[State 60000,リコイル学習]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(22) && var(20)>0
trigger1 = var(21)
trigger1 = var(21) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(22) = var(20)
ignorehitpause = 1

[State 60000,リコイル学習]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(23) && var(20)>0
trigger1 = var(22)
trigger1 = var(22) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(23) = var(20)
ignorehitpause = 1

[State 60000,リコイル学習]
type = VarSet
;trigger1 = var(50) = 4
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns || Enemy,TeamMode = Simul && (Enemy(0),Alive && !Enemy(NumEnemy=2),Alive || !Enemy(0),Alive && Enemy(NumEnemy=2),Alive)
trigger1 = !var(24) && var(20)>0
trigger1 = var(23)
trigger1 = var(23) != var(20)
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo >= 200
trigger1 = EnemyNear,MoveType = A
var(24) = var(20)
ignorehitpause = 1

;デフォで投げられない(ステートを奪えないキャラ用)
[State -2,G]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = EnemyNear(Root,Var(57)),AuthorName = "YoungKirei & Take.K"
Trigger1 = EnemyNear(Root,Var(57)),name = "Giant_Akiha"
V = 58
Value = 1

;固めルートOFF
[State -2,AI]
Type = VarSet
Trigger1 = EnemyNear(Root,Var(57)),StateNo = [120,159]
Trigger1 = EnemyNear(Root,Var(57)),StateType != L
V = 59
Value = 1

;固めルートOFF
[State -2,AI]
Type = VarSet
Trigger1 = EnemyNear(Root,Var(57)),StateNo != [120,159]
Trigger2 = EnemyNear(Root,Var(57)),StateType = L
V = 59
Value = 0

;開幕Helper測定
[State 60000, AI]
Type = VarSet
TriggerAll = Var(30) = 0
TriggerAll = EnemyNear,NumHelper > 0
TriggerAll = RoundState = 2 && Ctrl = 1
Trigger1 = Enemy,TeamMode = Single
Trigger2 = Enemy,TeamMode = Turns
V = 30
Value = EnemyNear,NumHelper

[State 60000, AI]
Type = VarSet
TriggerAll = Var(30) = 0
Trigger1 = Enemy,TeamMode = Simul
Trigger1 = Enemy,NumHelper > 0
Trigger1 = RoundState = 2 && Ctrl = 1
V = 30
Value = Enemy,NumHelper

;開幕Proj測定
[State 60000, AI]
Type = VarSet
TriggerAll = Var(31) = 0
triggerall = EnemyNear,NumProj > 0
triggerall = EnemyNear,PrevStateNo = [190,199]
Trigger1 = Enemy,TeamMode = Single
Trigger2 = Enemy,TeamMode = Turns
V = 31
Value = EnemyNear,NumProj

[State 60000, AI]
Type = VarSet
TriggerAll = Var(31) = 0
Trigger1 = Enemy,TeamMode = Simul
Trigger1 = Enemy,NumHelper > 0
Trigger1 = EnemyNear,PrevStateNo = [190,199]
V = 31
Value = Enemy,NumProj

[State 60000]
type = Null
trigger1 = enemy,numhelper = Var(30)
trigger1 = Var(35) := 0 || 1
trigger2 = Var(35) >= 180
trigger2 = Var(30) := Var(30) - 1
trigger3 = enemy,numhelper < Var(30)
trigger3 = Var(35) := Var(35) + 1

[State 60000]
type = Null
trigger1 = enemy,numproj = Var(31)
trigger1 = Var(34) := 0 || 1
trigger2 = Var(34) >= 120
trigger2 = Var(31) := Var(31) - 1
trigger3 = enemy,numproj < Var(31)
trigger3 = Var(34) := Var(34) + 1

[State 60000]
type = Null
trigger1 = enemy,numhelper > Var(30)
trigger1 = !root,inguarddist && inguarddist
trigger1 = Var(36) := 3
trigger2 = enemy,numproj > Var(31)
trigger2 = !root,inguarddist && inguarddist
trigger2 = Var(36) := 3
trigger3 = enemy,numhelper > Var(30)
trigger3 = root,inguarddist
trigger3 = Var(36) := 2
trigger4 = enemy,numproj > Var(31)
trigger4 = root,inguarddist
trigger4 = Var(36) := 2
trigger5 = enemy,numhelper > Var(30)
trigger5 = !root,inguarddist
trigger5 = Var(36) := 1
trigger6 = enemy,numproj > Var(31)
trigger6 = !root,inguarddist
trigger6 = Var(36) := 1
trigger7 = enemy,numhelper = Var(30)
trigger7 = root,ctrl || (root,stateno != [120,155])
trigger7 = Var(36) := 0 || 1
trigger8 = enemy,numproj = Var(31)
trigger8 = root,ctrl || (root,stateno != [120,155])
trigger8 = Var(36) := 0 || 1

;-------------------------------------------------------------------------------
;AI攻撃制御
;-------------------------------------------------------------------------------

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

[State -2, 前々回の攻撃を記憶]
Type = VarSet
Trigger1 = Root,MoveType = A
Trigger1 = Root,StateNo != Var(32)
V = 33
Value = Var(32)

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

[State -2, 前回の攻撃を記憶]
Type = VarSet
Trigger1 = Root,MoveType = A
V = 32
Value = Root,StateNo

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

[State -2, 攻撃記憶をリセット]
Type = VarRangeSet
Trigger1 = Root,MoveType = H
trigger2 = EnemyNear(Root,Var(57)),MoveType != H
First = 32
Last  = 33
Value = 0

[state 重力加速度]
type=null
triggerall=numenemy
trigger1=Enemy(Root,Var(57)),movetype=h&&Enemy(Root,Var(57)),stateno!=[120,155]
trigger1=fvar(0):=Enemy(Root,Var(57)),gethitvar(yaccel)
trigger2=fvar(0):=Enemy(Root,Var(57)),const(movement.yaccel)

[state 重力計算]
type=null
trigger1=numenemy
trigger1=1||fvar(1):=Enemy(Root,Var(57)),vel y+fvar(0)/2
trigger1=1||fvar(2):=Enemy(Root,Var(57)),vel y*2+fvar(0)*2*2/2
trigger1=1||fvar(3):=Enemy(Root,Var(57)),vel y*3+fvar(0)*3*3/2
trigger1=1||fvar(4):=Enemy(Root,Var(57)),vel y*4+fvar(0)*4*4/2
trigger1=1||fvar(5):=Enemy(Root,Var(57)),vel y*5+fvar(0)*5*5/2
trigger1=1||fvar(6):=Enemy(Root,Var(57)),vel y*6+fvar(0)*6*6/2
trigger1=1||fvar(7):=Enemy(Root,Var(57)),vel y*7+fvar(0)*7*7/2
trigger1=1||fvar(8):=Enemy(Root,Var(57)),vel y*8+fvar(0)*8*8/2
trigger1=1||fvar(9):=Enemy(Root,Var(57)),vel y*9+fvar(0)*9*9/2
trigger1=1||fvar(10):=Enemy(Root,Var(57)),vel y*10+fvar(0)*10*10/2
trigger1=1||fvar(11):=Enemy(Root,Var(57)),vel y*11+fvar(0)*11*11/2
trigger1=1||fvar(12):=Enemy(Root,Var(57)),vel y*12+fvar(0)*12*12/2
trigger1=1||fvar(13):=Enemy(Root,Var(57)),vel y*13+fvar(0)*13*13/2
trigger1=1||fvar(14):=Enemy(Root,Var(57)),vel y*14+fvar(0)*14*14/2
trigger1=1||fvar(15):=Enemy(Root,Var(57)),vel y*15+fvar(0)*15*15/2
trigger1=1||fvar(16):=Enemy(Root,Var(57)),vel y*16+fvar(0)*16*16/2
trigger1=1||fvar(17):=Enemy(Root,Var(57)),vel y*17+fvar(0)*17*17/2
trigger1=1||fvar(18):=Enemy(Root,Var(57)),vel y*18+fvar(0)*18*18/2
trigger1=1||fvar(19):=Enemy(Root,Var(57)),vel y*19+fvar(0)*19*19/2
trigger1=1||fvar(20):=Enemy(Root,Var(57)),vel y*20+fvar(0)*20*20/2
trigger1=1||fvar(21):=Enemy(Root,Var(57)),vel y*21+fvar(0)*21*21/2
trigger1=1||fvar(22):=Enemy(Root,Var(57)),vel y*22+fvar(0)*22*22/2
trigger1=1||fvar(23):=Enemy(Root,Var(57)),vel y*23+fvar(0)*23*23/2
trigger1=1||fvar(24):=Enemy(Root,Var(57)),vel y*24+fvar(0)*24*24/2
trigger1=1||fvar(25):=Enemy(Root,Var(57)),vel y*25+fvar(0)*25*25/2
trigger1=1||fvar(26):=Enemy(Root,Var(57)),vel y*26+fvar(0)*26*26/2
trigger1=1||fvar(27):=Enemy(Root,Var(57)),vel y*27+fvar(0)*27*27/2
trigger1=1||fvar(28):=Enemy(Root,Var(57)),vel y*28+fvar(0)*28*28/2
trigger1=1||fvar(29):=Enemy(Root,Var(57)),vel y*29+fvar(0)*29*29/2
trigger1=1||fvar(30):=Enemy(Root,Var(57)),vel y*30+fvar(0)*30*30/2
trigger1=1||fvar(31):=Enemy(Root,Var(57)),vel y*31+fvar(0)*31*31/2
trigger1=1||fvar(32):=Enemy(Root,Var(57)),vel y*32+fvar(0)*32*32/2
trigger1=1||fvar(33):=Enemy(Root,Var(57)),vel y*33+fvar(0)*33*33/2
trigger1=1||fvar(34):=Enemy(Root,Var(57)),vel y*34+fvar(0)*34*34/2
trigger1=1||fvar(35):=Enemy(Root,Var(57)),vel y*35+fvar(0)*35*35/2
trigger1=1||fvar(36):=Enemy(Root,Var(57)),vel y*36+fvar(0)*36*36/2
trigger1=1||fvar(37):=Enemy(Root,Var(57)),vel y*37+fvar(0)*37*37/2
trigger1=1||fvar(38):=Enemy(Root,Var(57)),vel y*38+fvar(0)*38*38/2
trigger1=1||fvar(39):=Enemy(Root,Var(57)),vel y*39+fvar(0)*39*39/2

;===========================================================================
; 右端検出
;===========================================================================
[Statedef 111111]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 111111,右]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow

[State 111111,右]
type = nothitby
trigger1 = 1
value = SCA

[State 111111,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 111111,画面端検出→]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 211111
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999

[State 111111,画面端検出→]
type = velset
Trigger1 = Root,NumProjID(211111) = 0
Trigger1 = time > 0
x = 0
y = 0
;===========================================================================
; 左端検出
;===========================================================================
[Statedef 111112,画面端検出用プロセス]
Type = A
Ctrl = 0
Anim = 0
Velset = -10,0
Movetype = I
Physics = N
Sprpriority = 1

[State 111112,左]
type = assertspecial
trigger1 = 1
flag = invisible
flag2= noshadow

[State 111112,左]
type = nothitby
trigger1 = 1
value = SCA

[State 111112,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 111112,画面端検出←]
type = Projectile
Trigger1 = time = 0
velocity = -10,0
projID = 211112
projhits = 9999
projpriority = 9999
projanim = 0
offset = 0,0
projstagebound = 0
Projedgebound = 100000
projremove = 0
Projremovetime = -1
supermovetime = 9999
pausemovetime = 9999
;==============================================================================
[State 111112,ガード時間・のけぞり時間・受身不能時間]
type = varadd
trigger1 = var(0)>0
var(0)=-1
ignorehitpause=1
;---------------------------------------------------------------------------
[State 111112,ガード時間・のけぞり時間・受身不能時間]
type=varset
triggerall = var(0)>0
trigger1 = EnemyNear(Root,Var(57)),Movetype!=H
var(0)=0
;---------------------------------------------------------------------------
[State 111112,ガード硬直]
type=varset
triggerall = EnemyNear(Root,Var(57)),Movetype=H
triggerall = EnemyNear(Root,Var(57)),stateno < 200
triggerall = EnemyNear(Root,Var(57)),Statetype=A
trigger1 = !EnemyNear(Root,Var(57)),gethitvar(fall)
trigger1 = !(EnemyNear(Root,Var(57)),hitshakeover)
trigger1 = EnemyNear(Root,Var(57)),time=1 || var(0)=0
var(0) = EnemyNear(Root,Var(57)),gethitvar(ctrltime)+EnemyNear(Root,Var(57)),gethitvar(hitshaketime)+1
ignorehitpause=1
;---------------------------------------------------------------------------
[State 111112,ガード硬直]
type=varset
triggerall = EnemyNear(Root,Var(57)),Movetype=H
triggerall = EnemyNear(Root,Var(57)),stateno < 200
triggerall = EnemyNear(Root,Var(57)),Statetype!=A
trigger1 = !EnemyNear(Root,Var(57)),gethitvar(fall)
trigger1 = !(EnemyNear(Root,Var(57)),hitshakeover)
trigger1 = EnemyNear(Root,Var(57)),time=1 || var(0)=0
var(0) = ifelse(EnemyNear(Root,Var(57)),gethitvar(ctrltime)<EnemyNear(Root,Var(57)),gethitvar(hittime),EnemyNear(Root,Var(57)),gethitvar(ctrltime),EnemyNear(Root,Var(57)),gethitvar(hittime))+EnemyNear(Root,Var(57)),gethitvar(hitshaketime)+1
ignorehitpause=1
;==============================================================================
[State 111112,のけぞり時間]
type=varset
triggerall = EnemyNear(Root,Var(57)),Movetype=H
triggerall = EnemyNear(Root,Var(57)),stateno > 199
trigger1 = !EnemyNear(Root,Var(57)),gethitvar(fall)
trigger1 = !(EnemyNear(Root,Var(57)),hitshakeover)
trigger1 = EnemyNear(Root,Var(57)),time=1
var(0) = EnemyNear(Root,Var(57)),gethitvar(hittime)+EnemyNear(Root,Var(57)),gethitvar(hitshaketime)+1
ignorehitpause=1
;==============================================================================
[State 111112,受身不能時間]
type = varset
triggerall = EnemyNear(Root,Var(57)),stateno > 199
triggerall = EnemyNear(Root,Var(57)),Movetype=H
triggerall = EnemyNear(Root,Var(57)),statetype!=L
trigger1 = EnemyNear(Root,Var(57)),gethitvar(fall)
trigger1 = !(EnemyNear(Root,Var(57)),hitshakeover)
trigger1 = EnemyNear(Root,Var(57)),time=1
var(0) = EnemyNear(Root,Var(57)),gethitvar(fall.recovertime)-1
ignorehitpause=1
;---------------------------------------------------------------------------
[State 111112,受身不能時間]
type = varset
triggerall = numenemy>=2
triggerall = EnemyNear(Root,Var(57)),stateno > 199
triggerall = EnemyNear(Root,Var(57)),Movetype=H
triggerall = EnemyNear(Root,Var(57)),statetype!=L
trigger1 = EnemyNear(Root,Var(57)),gethitvar(fall)
trigger1 = var(0)<EnemyNear(Root,Var(57)),gethitvar(fall.recovertime)-100
var(0) = EnemyNear(Root,Var(57)),gethitvar(fall.recovertime)-100
ignorehitpause=1
;---------------------------------------------------------------------------
[State 111112,受身不能時間]
type = varset
triggerall = EnemyNear(Root,Var(57)),stateno > 199
triggerall = EnemyNear(Root,Var(57)),Movetype=H
triggerall = EnemyNear(Root,Var(57)),statetype!=L
trigger1 = !EnemyNear(Root,Var(57)),gethitvar(fall.recover)
trigger1 = EnemyNear(Root,Var(57)),gethitvar(fall)
trigger2 = EnemyNear(Root,Var(57)),stateno=5070
var(0) = 999
ignorehitpause=1

;==============================================================================
[State 111112,左]
type = velset
Trigger1 = Root,NumProjID(211112) = 0
Trigger1 = time > 0
x = 0
y = 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
;AI起動ヘルパー
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Statedef 10000]
ctrl = 0

[State 10000,間違いで本体が来たら立ちへ移行]
type = selfstate
Trigger1 = !ishelper
Value = 0

[State 10000,プレイヤー判定]
type = varset
Trigger1 = command = "up" && root,command = "up"
Trigger2 = command = "down" && root,command = "down"
Trigger3 = command = "back" && root,command = "back"
Trigger4 = command = "fwd" && root,command = "fwd"
Trigger5 = command = "a" && root,command = "a"
Trigger6 = command = "b" && root,command = "b"
Trigger7 = command = "c" && root,command = "c"
Trigger8 = command = "x" && root,command = "x"
Trigger9 = command = "y" && root,command = "y"
Trigger10 = command = "z" && root,command = "z"
Trigger11 = command = "start" && root,command = "start"
V = 59
Value = -1

[State 10000,立ったら消失]
Type = DestroySelf
TriggerAll = isHelper
Trigger1 = root,var(1) || var(59) = -1
Trigger2 = command = "up" && root,command = "up"
Trigger3 = command = "down" && root,command = "down"
Trigger4 = command = "back" && root,command = "back"
Trigger5 = command = "fwd" && root,command = "fwd"
Trigger6 = command = "a" && root,command = "a"
Trigger7 = command = "b" && root,command = "b"
Trigger8 = command = "c" && root,command = "c"
Trigger9 = command = "x" && root,command = "x"
Trigger10 = command = "y" && root,command = "y"
Trigger11 = command = "z" && root,command = "z"
Trigger12 = command = "start" && root,command = "start"

[State 10000,ﾌﾗｸﾞON]
type=varset
TriggerAll = var(59) != -1
Trigger1 = root,command = "up"
Trigger2 = root,command = "down"
Trigger3 = root,command = "back"
Trigger4 = root,command = "fwd"
Trigger5 = root,command = "a"
Trigger6 = root,command = "b"
Trigger7 = root,command = "c"
Trigger8 = root,command = "x"
Trigger9 = root,command = "y"
Trigger10 = root,command = "z"
Trigger11 = root,command = "start"
V = 59
Value = 1

