;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;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;animelem = 6,<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
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
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 = 200
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,stateno != [5040,5049]
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 = 200
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,stateno != [5040,5049]
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 = 200
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;animelem = 6,<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
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
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 = 200
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,stateno != [5040,5049]
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 = 200
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,stateno != [5040,5049]
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 = 200
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
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
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,stateno != [5040,5049]
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 = 200
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
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
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,stateno != [5040,5049]
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 = 200
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,stateno != [5040,5049]
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 = 600
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 = time = 0
trigger1 = command = "x" && !AILevel
trigger2 = AILevel && P2Dist X <= 72
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a" && !AILevel
trigger2 = AILevel && (P2Dist X = [73,136])
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y" && !AILevel
trigger2 = AILevel && (P2Dist X = [137,200])
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b" && !AILevel
trigger2 = AILevel && (P2Dist X >= 201)
v = 5
value = 3

;---------------------[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,stateno != [5040,5049]
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 = 600
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


