
;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
;不動無明剣A(地上)
[Statedef 1000]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1000
ctrl     = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 1002


[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, SA
damage = (16+floor(84*fvar(1))),10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
guard.ctrltime = 23
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(53*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*27)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, SA
damage = (16+floor(84*fvar(1))),10
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
guard.ctrltime = 23
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(53*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*27)
air.fall = 1
kill = var(28)



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.95)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.8
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.95
persistent = 0
ignorehitpause = 1



[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 16
value = floor(20+(45+var(49)*15)*fvar(4))
persistent = 0
ignorehitpause = 1
[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 15
value = 1
persistent = 0
ignorehitpause = 1

[State 1000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1100
persistent = 0
ignorehitpause = 1
[State 1000]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1



[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
value = s1000, 0
channel = -1
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1001,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1000]
type = Helper
trigger1 = time = 1
trigger1 = var(49) = 0
helpertype = normal
name = "line"
ID = 1090
pos = 0, 0
postype = p1
facing = 1
stateno = 1090
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1000]
type = Helper
trigger1 = time = 1
trigger1 = var(49) = 1
helpertype = normal
name = "line"
ID = 1092
pos = 0, 0
postype = p1
facing = 1
stateno = 1092
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;不動無明剣B(地上)
[Statedef 1001]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1000
ctrl     = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 1002


[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, SA
damage = (18+floor(92*fvar(1))),10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
guard.ctrltime = 23
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(53*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*27)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, SA
damage = (18+floor(92*fvar(1))),10
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
guard.ctrltime = 23
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(53*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*27)
air.fall = 1
kill = var(28)



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.95)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.76
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.92
persistent = 0
ignorehitpause = 1

[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 16
value = floor(35+(15+var(49)*15)*fvar(4))
persistent = 0
ignorehitpause = 1
[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 15
value = 1
persistent = 0
ignorehitpause = 1

[State 1000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1100
persistent = 0
ignorehitpause = 1
[State 1000]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1





[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
value = s1000, 0
channel = -1
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1001,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1

[State 1000]
type = Helper
trigger1 = time = 1
trigger1 = var(49) = 0
helpertype = normal
name = "line"
ID = 1090
pos = 0, 0
postype = p1
facing = 1
stateno = 1090
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1000]
type = Helper
trigger1 = time = 1
trigger1 = var(49) = 1
helpertype = normal
name = "line"
ID = 1092
pos = 0, 0
postype = p1
facing = 1
stateno = 1092
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(8) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;不動無明剣C(地上)
[Statedef 1002]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1002
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500


[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40


[State -2]
type = VarSet
trigger1 = time = 1
v = 19
value = 180


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0





[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
guard.ctrltime = 28
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(53*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*27)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
guard.ctrltime = 28
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(53*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*27)
air.fall = 1
kill = var(28)




[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.95)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.8
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.95
persistent = 0
ignorehitpause = 1


[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 16
value = (80+var(49)*20)
persistent = 0
ignorehitpause = 1
[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 15
value = 1
persistent = 0
ignorehitpause = 1


[State 1000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1100
persistent = 0
ignorehitpause = 1
[State 1000]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1





[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
value = s1000, 0
channel = -1
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1001,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1000]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "line"
ID = 1092
pos = 0, 0
postype = p1
facing = 1
stateno = 1092
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;不動無明剣A(空中)
[Statedef 1010]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1010
ctrl     = 0
sprpriority = 2

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 1012

[State 1000]
type = VelSet
trigger1 = var(49) = 0
trigger1 = time <= 20
x = 0
y = 0
[State 1000]
type = VelSet
trigger1 = var(49) = 0
trigger1 = time = 21
x = -2
y = -6
[State 1000]
type = VelAdd
trigger1 = var(49) = 0
trigger1 = time >= 21
y = 0.4




[State 1000]
type = VelSet
trigger1 = var(49) = 1
trigger1 = time <= 12
x = 0
y = 0
[State 1000]
type = VelSet
trigger1 = var(49) = 1
trigger1 = time = 13
x = -2
y = -6
[State 1000]
type = VelAdd
trigger1 = var(49) = 1
trigger1 = time >= 13
y = 0.4


[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = A, SA
damage = (16+floor(84*fvar(1))),9
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = A, SA
damage = (16+floor(84*fvar(1))),9
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)



[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 1
attr = A, SA
damage = (16+floor(84*fvar(1))),9
animtype = hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 1
attr = A, SA
damage = (16+floor(84*fvar(1))),9
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)




[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.95)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.8
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.92
persistent = 0
ignorehitpause = 1

[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 16
value = floor(20+(45+var(49)*15)*fvar(4))
persistent = 0
ignorehitpause = 1
[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 15
value = 1
persistent = 0
ignorehitpause = 1


[State 1000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1100
persistent = 0
ignorehitpause = 1
[State 1000]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1




[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
value = s1000, 0
channel = -1
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1001,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1000]
type = Helper
trigger1 = animelem = 2
trigger1 = var(49) = 0
helpertype = normal
name = "line"
ID = 1095
pos = 0, 0
postype = p1
facing = 1
stateno = 1095
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1000]
type = Helper
trigger1 = animelem = 2
trigger1 = var(49) = 1
helpertype = normal
name = "line"
ID = 1097
pos = 0, 0
postype = p1
facing = 1
stateno = 1097
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State -1]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State 1000]
type = ChangeState
trigger1 = vel y >= 0
trigger1 = pos y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;不動無明剣B(空中)
[Statedef 1011]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1010
ctrl     = 0
sprpriority = 2


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 1012


[State 1000]
type = VelSet
trigger1 = var(49) = 0
trigger1 = time <= 20
x = 0
y = 0
[State 1000]
type = VelSet
trigger1 = var(49) = 0
trigger1 = time = 21
x = -2
y = -6
[State 1000]
type = VelAdd
trigger1 = var(49) = 0
trigger1 = time >= 21
y = 0.4



[State 1000]
type = VelSet
trigger1 = var(49) = 1
trigger1 = time <= 12
x = 0
y = 0
[State 1000]
type = VelSet
trigger1 = var(49) = 1
trigger1 = time = 13
x = -2
y = -6
[State 1000]
type = VelAdd
trigger1 = var(49) = 1
trigger1 = time >= 13
y = 0.4


[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = A, SA
damage = (18+floor(92*fvar(1))),9
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = A, SA
damage = (18+floor(92*fvar(1))),9
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)



[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 1
attr = A, SA
damage = (18+floor(92*fvar(1))),9
animtype = hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 1
attr = A, SA
damage = (18+floor(92*fvar(1))),9
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(18*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 20
airguard.ctrltime = 25
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)





[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.95)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.76
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.95
persistent = 0
ignorehitpause = 1

[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 16
value = floor(40+(15+var(49)*15)*fvar(4))
persistent = 0
ignorehitpause = 1
[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 15
value = 1
persistent = 0
ignorehitpause = 1


[State 1000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1100
persistent = 0
ignorehitpause = 1
[State 1000]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1




[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
value = s1000, 0
channel = -1
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1001,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1

[State 1000]
type = Helper
trigger1 = animelem = 2
trigger1 = var(49) = 0
helpertype = normal
name = "line"
ID = 1095
pos = 0, 0
postype = p1
facing = 1
stateno = 1095
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1000]
type = Helper
trigger1 = animelem = 2
trigger1 = var(49) = 1
helpertype = normal
name = "line"
ID = 1097
pos = 0, 0
postype = p1
facing = 1
stateno = 1097
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State -1]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 1000]
type = ChangeState
trigger1 = vel y >= 0
trigger1 = pos y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
;不動無明剣C(空中)
[Statedef 1012]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1012
ctrl     = 0
sprpriority = 2


[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500

[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = VarSet
trigger1 = time = 1
v = 19
value = 180

[State 1000]
type = VelSet
trigger1 = time <= 12
x = 0
y = 0
[State 1000]
type = VelSet
trigger1 = time = 13
x = -2
y = -6
[State 1000]
type = VelAdd
trigger1 = time >= 13
y = 0.4




[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = A, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 30
airguard.ctrltime = 35
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = A, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 30
airguard.ctrltime = 35
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)




[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 1
attr = A, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 25
airguard.ctrltime = 35
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)
[State 1000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 1
attr = A, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 25
airguard.ctrltime = 35
ground.velocity = -4.4
airguard.velocity = -2.2,-3.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*6),floor((fvar(2)+0.3*(var(49)=1))*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(50*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
air.fall = 1
kill = var(28)



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.95)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.8
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.95
persistent = 0
ignorehitpause = 1

[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 16
value = (90+var(49)*20)
persistent = 0
ignorehitpause = 1
[State 1000]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 15
value = 1
persistent = 0
ignorehitpause = 1


[State 1000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1100
persistent = 0
ignorehitpause = 1
[State 1000]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1




[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
value = s1000, 0
channel = -1
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1001,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1

[State 1000]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "line"
ID = 1097
pos = 0, 0
postype = p1
facing = 1
stateno = 1097
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State -1]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 1000]
type = ChangeState
trigger1 = vel y >= 0
trigger1 = pos y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
;不動無明剣-剣閃AB
[Statedef 1090]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1090
sprpriority = 4


[State 1090, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s1000, 1
channel = -1

[State 1090]
type = PosSet
trigger1 = 1
x = root,pos x
y = root,pos y

[State 1090]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1090]
type = Trans
trigger1 = 1
trans = add

[State 1090]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,200
mul = 156,156,256
invertall = 0
color = 256

[State 1090]
type = Explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1
[State 1090]
type = Explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1

[State 1090]
type = RemoveExplod
triggerall = numexplod(1058) > 0
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]
ID = 1058

[State 1090]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]
;---------------------------------------------------------------------------
;不動無明剣-剣閃C
[Statedef 1092]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1092
sprpriority = 4


[State 1090, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s1000, 1
channel = -1

[State 1090]
type = PosSet
trigger1 = 1
x = root,pos x
y = root,pos y

[State 1090]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1090]
type = Trans
trigger1 = 1
trans = add

[State 1090]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,200
mul = 156,156,256
invertall = 0
color = 256

[State 1090]
type = Explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1
[State 1090]
type = Explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1


[State 1090]
type = RemoveExplod
triggerall = numexplod(1058) > 0
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]
ID = 1058

[State 1090]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]


;---------------------------------------------------------------------------
;不動無明剣-剣閃AB(空中)
[Statedef 1095]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1095
sprpriority = 4


[State 1090, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s1000, 1
channel = -1

[State 1090]
type = PosSet
trigger1 = 1
x = root,pos x
y = root,pos y

[State 1090]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1090]
type = Trans
trigger1 = 1
trans = add

[State 1090]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,200
mul = 156,156,256
invertall = 0
color = 256

[State 1090]
type = Explod
trigger1 = animelemtime(3) >= 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1
[State 1090]
type = Explod
trigger1 = animelemtime(3) >= 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1


[State 1090]
type = RemoveExplod
triggerall = numexplod(1058) > 0
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]
ID = 1058
[State 1090]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]


;---------------------------------------------------------------------------
;不動無明剣-剣閃C(空中)
[Statedef 1097]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1097
sprpriority = 4


[State 1090, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s1000, 1
channel = -1

[State 1090]
type = PosSet
trigger1 = 1
x = root,pos x
y = root,pos y

[State 1090]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1090]
type = Trans
trigger1 = 1
trans = add

[State 1090]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,200
mul = 156,156,256
invertall = 0
color = 256

[State 1090]
type = Explod
trigger1 = animelemtime(3) >= 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1
[State 1090]
type = Explod
trigger1 = animelemtime(3) >= 0
anim = 1058
ID = 1058
pos = 75-random%50, -90+random%65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ignorehitpause = 1

[State 1090]
type = RemoveExplod
triggerall = numexplod(1058) > 0
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]
ID = 1058
[State 1090]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != [1000,1050]
;---------------------------------------------------------------------------
;不動無明剣-相手氷結A(空中)
[Statedef 1100]
type     = A
movetype = H
physics  = N
velset   = -1.2,-5
sprpriority = 1
facep2 = 1


[State 1100, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7991)
trigger1 = time = 1
value = 7991
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
Trigger1 = anim != 7991
value = 1100
[State 1100]
type = PalFX
Trigger1 = anim != 7991
time = 5
add = 70,70,180
mul = 156,156,156



[State 1100]
type = VelAdd
trigger1 = 1
y = .4

[State 1100, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 1101
ctrl = 0

;---------------------------------------------------------------------------
;不動無明剣-相手氷結A(地上-1)
[Statedef 1101]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1100]
type = PosSet
trigger1 = 1
y = 0

[State 1100]
type = HitFallSet
trigger1 = time = 1
value = 0


[State 1100, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7990)
trigger1 = time = 1
value = 7990
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
Trigger1 = anim != 7990
value = 1101
[State 1100]
type = PalFX
Trigger1 = anim != 7990
time = 5
add = 70,70,180
mul = 156,156,156
;---------------------------------------------------------------------------
;不動無明剣-相手氷結A(地上-2)
[Statedef 1102]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1100]
type = PosSet
trigger1 = 1
y = 0




[State 1100]
type = SelfState
trigger1 = command = "holdback"
value = 120
ctrl = 1
[State 1100]
type = SelfState
trigger1 = 1
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;不動無明剣-相手氷結B(空中)
[Statedef 1105]
type     = A
movetype = H
physics  = N
velset   = -2,-6
sprpriority = 1
facep2 = 1

[State 1100, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7991)
trigger1 = time = 1
value = 7991
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = anim != 7991
value = 1100
[State 1100]
type = PalFX
Trigger1 = anim != 7991
time = 5
add = 70,70,180
mul = 156,156,156

[State 1100]
type = VelAdd
trigger1 = 1
y = .4

[State 1100, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 1106
ctrl = 0

;---------------------------------------------------------------------------
;不動無明剣-相手氷結B(地上-1)
[Statedef 1106]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1100]
type = PosSet
trigger1 = 1
y = 0


[State 1770, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7990)
trigger1 = time = 1
value = 7990
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
trigger = anim != 7990
value = 1101
[State 1100]
type = PalFX
Trigger1 = anim != 7990
time = 5
add = 70,70,180
mul = 156,156,156
;---------------------------------------------------------------------------
;不動無明剣-相手氷結B(地上-2)
[Statedef 1107]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1100]
type = PosSet
trigger1 = 1
y = 0

[State 1100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1100]
type = ChangeAnim2
trigger1 = time = 1
value = 1107
[State 1100]
type = ChangeAnim
trigger1 = time = 1
Trigger1 = alive
Trigger1 = prevstateno != [3150,3151]
value = 0


[State 1100]
type = SelfState
trigger1 = command = "holdback"
trigger1 = alive
Trigger1 = prevstateno != [3150,3151]
value = 120
ctrl = 1
[State 1100]
type = SelfState
trigger1 = alive
Trigger1 = prevstateno != [3150,3151]
value = 0
ctrl = 1
[State 1100]
type = SelfState
triggerall = animtime = 0
trigger1 = !alive
Trigger2 = prevstateno = [3150,3151]
value = 5110
ctrl = 0







;---------------------------------------------------------------------------
;乱命割殺打A-1(地上始動)
[Statedef 1200]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1200
ctrl     = 0
sprpriority = 2
facep2 = 1





[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打A-2(地上始動)
[Statedef 1201]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1201
ctrl     = 0
sprpriority = 2


[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.9
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5

[State 1200]
type = NotHitBy
trigger1 = animelemtime(4) < 0
value = SCA
time = 1

[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1250
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = (var(21)%10) = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [1250,1255]
value = 1202
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
;乱命割殺打A-3(地上始動)
[Statedef 1202]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1202
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0




[State 1200]
type = TargetState
trigger1 = animelem = 10
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = 1260

[State 1200]
type = TargetState
trigger1 = animelemtime(10) = 25
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = (1261+var(14))

[State 1200]
type = VarAdd
trigger1 = animelemtime(10) = 25
v = 14
value = 1

[State 1200]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "ranmeief"
ID = 1400
pos = 0, 0
postype = p2
facing = 1
stateno = 1400
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5

[State 1200]
type = HitAdd
trigger1 = animelemtime(10) = 20
value = 1
[State 1200]
type = TargetlifeAdd
trigger1 = animelemtime(10) = 20
value = -1*(12+floor(63*fvar(1)))

[State 1200]
type = PlaySnd
trigger1 = animelem = 10
value = 1400, 2
channel = -1
[State 1200]
type = PlaySnd
trigger1 = animelemtime(10) = 20
value = 1400, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
trigger1 = floor(var(21)/10) = 1
value = 1202,1
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
trigger1 = floor(var(21)/10) = 0
value = 1202,0
channel = 0
ignorehitpause = 1
[State 1200]
type = VarSet
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1200]
type = BGPalFX
trigger1 = time <= 13
time = 1
add = 0,0,0
mul = (256-(time*15)),(256-(time*15)),(256-(time*15))
[State 1200]
type = BGPalFX
trigger1 = time > 13
trigger1 = time < 49
time = 1
add = 0,0,0
mul = 56,56,56
[State 1200]
type = BGPalFX
trigger1 = time >= 49
trigger1 = time <= 62
time = 1
add = 0,0,0
mul = (56+((time-49)*15)),(56+((time-49)*15)),(56+((time-49)*15))



[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;乱命割殺打A-1(空中始動)
[Statedef 1205]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1205
ctrl     = 0
sprpriority = 2

[State 1200]
type = VelSet
trigger1 = animelemtime(3) < 0
x = 0
y = 0
[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.6

[State 1200]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA
time = 1




[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1


[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1250
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [1250,1255]
value = 1202
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0





;---------------------------------------------------------------------------
;乱命割殺打B-1(地上始動)
[Statedef 1210]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1200
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打B-2(地上始動)
[Statedef 1211]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1201
ctrl     = 0
sprpriority = 2

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = ,AT
time = 1

[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5




[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)




[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1250
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0



[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [1250,1255]
value = 1212
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;乱命割殺打B-3(地上始動)
[Statedef 1212]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1202
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0


[State 1200]
type = TargetState
trigger1 = animelem = 10
value = 1260

[State 1200]
type = TargetState
trigger1 = animelemtime(10) = 25
value = (1261+var(14))

[State 1200]
type = VarAdd
trigger1 = animelemtime(10) = 25
v = 14
value = 1

[State 1200]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "ranmeief"
ID = 1400
pos = 0, 0
postype = p2
facing = 1
stateno = 1400
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5


[State 1200]
type = HitAdd
trigger1 = animelemtime(10) = 20
value = 1
[State 1200]
type = TargetlifeAdd
trigger1 = animelemtime(10) = 20
value = -1*(15+floor(75*fvar(1)))


[State 1200]
type = Helper
trigger1 = animelemtime(10) = 20
trigger1 = numhelper(1412) = 0
helpertype = normal
name = "senkoku"
ID = 1412
pos = 0, 0
postype = p2
facing = 1
stateno = 1412
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.3
size.yscale = 0.3

[State 1200]
type = PlaySnd
trigger1 = animelem = 10
value = 1400, 2
channel = -1
[State 1200]
type = PlaySnd
trigger1 = animelemtime(10) = 20
value = 1400, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1202,floor(var(21)/10)
channel = 0
ignorehitpause = 1
[State 1200]
type = VarSet
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1200]
type = BGPalFX
trigger1 = time <= 13
time = 1
add = 0,0,0
mul = (256-(time*15)),(256-(time*15)),(256-(time*15))
[State 1200]
type = BGPalFX
trigger1 = time > 13
trigger1 = time < 52
time = 1
add = 0,0,0
mul = 56,56,56
[State 1200]
type = BGPalFX
trigger1 = time >= 52
trigger1 = time <= 65
time = 1
add = 0,0,0
mul = (56+((time-52)*15)),(56+((time-52)*15)),(56+((time-52)*15))


[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;乱命割殺打B-1(空中始動)
[Statedef 1215]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1205
ctrl     = 0
sprpriority = 2

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = ,AT
time = 1

[State 1200]
type = VelSet
trigger1 = animelemtime(3) < 0
x = 0
y = 0
[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5




[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)





[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1250
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0


[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [1250,1255]
value = 1212
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;乱命割殺打C-1(地上始動)
[Statedef 1220]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1200
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = VarSet
trigger1 = time = 1
v = 19
value = 180


[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打C-2(地上始動)
[Statedef 1221]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1201
ctrl     = 0
sprpriority = 2

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = SCA
time = 1

[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5



[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)





[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1250
persistent = 0
ignorehitpause = 1
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0



[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [1250,1255]
value = 1222
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;乱命割殺打C-3(地上始動)
[Statedef 1222]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1202
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0


[State 1200]
type = TargetState
trigger1 = animelem = 10
value = 1260

[State 1200]
type = TargetState
trigger1 = animelemtime(10) = 25
value = (1261+var(14))

[State 1200]
type = VarAdd
trigger1 = animelemtime(10) = 25
v = 14
value = 1

[State 1200]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "ranmeief"
ID = 1400
pos = 0, 0
postype = p2
facing = 1
stateno = 1400
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5



[State 1200]
type = HitAdd
trigger1 = animelemtime(10) = 20
value = 1
[State 1200]
type = TargetlifeAdd
trigger1 = animelemtime(10) = 20
value = -1*(16+floor(79*fvar(1)))


[State 1200]
type = Helper
trigger1 = animelemtime(10) = 20
trigger1 = numhelper(1412) = 0
helpertype = normal
name = "senkoku"
ID = 1412
pos = 0, 0
postype = p2
facing = 1
stateno = 1412
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.3
size.yscale = 0.3

[State 1200]
type = PlaySnd
trigger1 = animelem = 10
value = 1400, 2
channel = -1
[State 1200]
type = PlaySnd
trigger1 = animelemtime(10) = 20
value = 1400, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1202,floor(var(21)/10)
channel = 0
ignorehitpause = 1
[State 1200]
type = VarSet
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1200]
type = BGPalFX
trigger1 = time <= 13
time = 1
add = 0,0,0
mul = (256-(time*15)),(256-(time*15)),(256-(time*15))
[State 1200]
type = BGPalFX
trigger1 = time > 13
trigger1 = time < 52
time = 1
add = 0,0,0
mul = 56,56,56
[State 1200]
type = BGPalFX
trigger1 = time >= 52
trigger1 = time <= 65
time = 1
add = 0,0,0
mul = (56+((time-52)*15)),(56+((time-52)*15)),(56+((time-52)*15))

[State -2]
type = VarSet
trigger1 = 1
v = 19
value = 180

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;乱命割殺打C-1(空中始動)
[Statedef 1225]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1205
ctrl     = 0
sprpriority = 2

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = SCA
time = 1

[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = VarSet
trigger1 = time = 1
v = 19
value = 180

[State 1200]
type = VelSet
trigger1 = animelemtime(3) < 0
x = 0
y = 0
[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5


[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)





[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1250
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0



[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [1250,1255]
value = 1222
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;乱命割殺打-相手1(空中)
[Statedef 1250]
type     = A
movetype = H
physics  = N
sprpriority = 1
facep2 = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1250, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = time = 1
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 1250, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = time = 1
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 1250, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = time = 1
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 1250, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 1250, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1251

;---------------------------------------------------------------------------
;乱命割殺打-相手2(空中)
[Statedef 1251]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1251, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 1251, 2]
type = HitVelSet
trigger1 = time = 1
x = 1
y = 1

[State 1251, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1252 ;HITA_UP (transition)

;---------------------------------------------------------------------------
;乱命割殺打-相手3(空中)
[Statedef 1252]
type    = A
movetype= H
physics = N

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1252, 1]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 1252, 2]
type = VelAdd
trigger1 = 1
y = 0.4

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 1253



;---------------------------------------------------------------------------
;乱命割殺打-相手4
[Statedef 1253]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 1254





;---------------------------------------------------------------------------
;乱命割殺打-相手4a
[Statedef 1254]
type    = A
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = time = 1
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = time = 1

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = time = 1
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 1
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = time = 1
y = 0

[State 5100, 5]
type = VelSet
trigger1 = time = 1
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = time = 1
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = time = 1
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1255

[State 5100, 13]
type = ForceFeedback
trigger1 = time = 1
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
;乱命割殺打-相手4b
[Statedef 1255]
type    = A
movetype= H
physics = N
velset = -1,-6

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 4]
type = PosSet
trigger1 = time = 1
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .35

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = selfstate;ChangeState
value = 5110;1255


;---------------------------------------------------------------------------
;乱命割殺打-相手5
[Statedef 1260]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1200]
type = PosSet
trigger1 = 1
y = 0

[State 1200]
type = ChangeAnim
trigger1 = time = 1
value = 5002;1101

;---------------------------------------------------------------------------
;乱命割殺打-相手6
[Statedef 1261]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = time >= 32
value = SCA
time = 1
ignorehitpause = 1


[State 1100]
type = PosSet
trigger1 = 1
y = 0


[State 1100]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 1100]
type = ChangeAnim2
Trigger1 = Time = 6
value = 1107

[State 1100]
type = SelfState
;trigger1 = animtime >= 0
trigger1 = time >= 32
value = 5110
ctrl = 0



;---------------------------------------------------------------------------
;乱命割殺打-相手7
[Statedef 1262]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = time >= 15
trigger1 = alive
value = SCA
time = 1
ignorehitpause = 1


[State 1100]
type = PosSet
trigger1 = 1
y = 0

[State 1100]
type = ChangeAnim
trigger1 = time = 1
trigger1 = alive
value = 5002
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = !alive
value = 1107


[State 1100]
type = SelfState
trigger1 = time > 5
trigger1 = alive
value = 0
ctrl = 1
[State 1100]
type = SelfState
trigger1 = animtime >= 0
trigger1 = !alive
value = 5110
ctrl = 0


;---------------------------------------------------------------------------
;乱命割殺打-相手8
[Statedef 1263]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1


[State 1100]
type = PosSet
trigger1 = 1
y = 0

[State 1100]
type = ChangeAnim
trigger1 = time = 1
trigger1 = alive
value = 5002
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = !alive
value = 1107

[State 1100]
type = SelfState
trigger1 = time >= 1
trigger1 = alive
value = 0
ctrl = 1
[State 1100]
type = SelfState
trigger1 = animtime >= 0
trigger1 = !alive
value = 5110
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打-エフェクト1
[Statedef 1400]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1400
sprpriority = 3

[State 1200]
type = PosSet
trigger1 = time <= 20
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = Trans
trigger1 = time <= 20
trans = add
[State 1400]
type = Trans
trigger1 = time > 20
trans = addalpha
alpha = (time<=62)*(256-6*(time-20)), 256

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,110
mul = 56,56,96
invertall = 0
color = 256

[State 1400]
type = VelAdd
trigger1 = time > 20
y = -0.9

[State 1200]
type = Helper
trigger1 = animelemtime(4) = 15
helpertype = normal
name = "ranmeief-moji"
ID = 1401
pos = 0, 0
postype = p1
facing = 1
stateno = 1401
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1200]
type = Helper
trigger1 = animelemtime(4) = 10
helpertype = normal
name = "ranmeief-moji"
ID = 1402
pos = 0, 0
postype = p1
facing = 1
stateno = 1402
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1200]
type = Helper
trigger1 = animelemtime(4) = 5
helpertype = normal
name = "ranmeief-moji"
ID = 1403
pos = 0, 0
postype = p1
facing = 1
stateno = 1403
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 11
anim = 1404
ID = 1404
pos = 0, -100
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 6
anim = 1404
ID = 1404
pos = 0, -80
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 1
anim = 1404
ID = 1404
pos = 0, -60
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 1
anim = 1408
ID = 1408
pos = 0, 0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = time > 20
anim = 1407
ID = 1407
pos = (-18+random%37), -30
postype = p1
bindtime = 1
removetime = -2
vel = 0, -1*(random%4)
supermovetime = 0
pausemovetime = 0
scale = 2, 2
sprpriority = 5
ownpal = 0
[State 1200]
type = Explod
trigger1 = time > 20
anim = 1407
ID = 1407
pos = (-18+random%37), -30
postype = p1
bindtime = 1
removetime = -2
vel = 0, -1*(random%4)
supermovetime = 0
pausemovetime = 0
scale = 2, 2
sprpriority = 5
ownpal = 0



[State 1200]
type = Explod
trigger1 = animelemtime(4) = 10;>= 1
;trigger1 = animelemtime(4) <= 60
;trigger1 = time%3 = 0
anim = 1411
ID = 1411
pos = 25, -55
postype = p1
bindtime = 1
removetime = -2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
scale = 0.6, 0.6
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 10;>= 1
;trigger1 = animelemtime(4) <= 60
;trigger1 = time%3 = 0
anim = 1411
ID = 1411
pos = -25, -55
postype = p1
bindtime = 1
removetime = -2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
scale = 0.6, 0.6
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 1;>= 1
;trigger1 = animelemtime(4) <= 60
;trigger1 = time%3 = 0
anim = 1411
ID = 1411
pos = 0, -40
postype = p1
bindtime = 1
removetime = -2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.7
sprpriority = 5
ownpal = 1

[State 1400]
type = destroyself
trigger1 = time > 120

;---------------------------------------------------------------------------
;乱命割殺打-エフェクト2
[Statedef 1401]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1401
sprpriority = 4

[State 1200]
type = PosSet
trigger1 = time <= 10
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 120,10,10
mul = 256,256,256
invertall = 0
color = 256

[State 1400]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = time*48, 256
[State 1400]
type = Trans
trigger1 = time <= 10
trigger1 = time >= 5
trans = add
[State 1400]
type = Trans
trigger1 = time > 30
trans = addalpha
alpha = (time<=50)*(256-6*(time-10)), 256



[State 1400]
type = VelSet
trigger1 = time > 10
y = -0.2

[State 1400]
type = destroyself
trigger1 = time > 50
;---------------------------------------------------------------------------
;乱命割殺打-エフェクト3
[Statedef 1402]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1402
sprpriority = 4

[State 1200]
type = PosSet
trigger1 = time <= 20
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 120,10,10
mul = 256,256,256
invertall = 0
color = 256

[State 1400]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = time*48, 256
[State 1400]
type = Trans
trigger1 = time <= 20
trigger1 = time >= 5
trans = add
[State 1400]
type = Trans
trigger1 = time > 20
trans = addalpha
alpha = (time<=60)*(256-6*(time-20)), 256



[State 1400]
type = VelSet
trigger1 = time > 20
y = -0.2

[State 1400]
type = destroyself
trigger1 = time > 60
;---------------------------------------------------------------------------
;乱命割殺打-エフェクト4
[Statedef 1403]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1403
sprpriority = 4

[State 1200]
type = PosSet
trigger1 = time <= 30
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 120,10,10
mul = 256,256,256
invertall = 0
color = 256

[State 1400]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = time*48, 256
[State 1400]
type = Trans
trigger1 = time <= 30
trigger1 = time >= 5
trans = add
[State 1400]
type = Trans
trigger1 = time > 30
trans = addalpha
alpha = (time<=70)*(256-6*(time-30)), 256



[State 1400]
type = VelSet
trigger1 = time > 30
y = -0.2

[State 1400]
type = destroyself
trigger1 = time > 70
;---------------------------------------------------------------------------
;乱命割殺打-死の宣告
[Statedef 1412]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1412
sprpriority = 7

[State 1400]
type = Turn
trigger1 = enemynear,facing = facing

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PosSet
trigger1 = 1
x = enemynear,pos x
[State 1400]
type = PosSet
trigger1 = 1
y = (enemynear,pos y-120)

[State 1400]
type = VarSet
trigger1 = time = 1
trigger2 = time = 41
trigger3 = time = 81
trigger4 = time = 121
trigger5 = time = 161
trigger6 = time = 201
trigger7 = time = 241
trigger8 = time = 281
fv = 5
value = 3.0
[State 1400]
type = VarAdd
trigger1 = 1
fv = 5
value = -0.05


[State 1400]
type = Explod
trigger1 = time > 0
trigger1 = time <= 40
anim = 1418
ID = 1418
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 40
trigger1 = time <= 80
anim = 1417
ID = 1417
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 80
trigger1 = time <= 120
anim = 1416
ID = 1416
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 120
trigger1 = time <= 160
anim = 1415
ID = 1415
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 160
trigger1 = time <= 200
anim = 1414
ID = 1414
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 200
trigger1 = time <= 240
anim = 1413
ID = 1413
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1


[State 1400]
type = Trans
trigger1 = time > 240
trans = addalpha
alpha = (256-(time-240)*3), (3*(time-240))


[State 1400]
type = destroyself
trigger1 = time > 340
trigger2 = time < 240
trigger2 = root,movetype = H
trigger2 = root,stateno != [120,155]

[State 1400]
type = PlaySnd
trigger1 = time = 240
value = 1400, 6
channel = -1
[State 1400]
type = Explod
trigger1 = time = 240
anim = 1420
ID = 1420
pos = 0, -50
facing = facing
postype = p2
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.8, 0.8
sprpriority = 5
ownpal = 1
[State 1400]
type = StateTypeSet
trigger1 = time = 240
statetype = A
movetype = A
physics = N
[State 1400]
type = AttackDist
trigger1 = time = 240
value = 100
[State 1200, ヒット定義]
type = HitDef
trigger1 = time = 241
attr = S, SP
damage = (15+floor(65*(root,fvar(1)))),8
animtype = hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = -1;s7008+random%2
sparkxy = -10, 56
hitsound = s8, 4
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 25
ground.velocity = 0,-8
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = 0,-8
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = root,var(28)




[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.8
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.98
persistent = 0
ignorehitpause = 1


;死の宣告
[State -1]
type = ParentVarSet
triggerall = root,var(59) > 0
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = (root,statetype != A) || (root,pos y > -30)&&(root,vel y > 0) || (stateno = [1900,1949])
v = 58
value = 7
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = time > 290
movetype = I
[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0





;---------------------------------------------------------------------------
;北斗骨砕打A
[Statedef 1300]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1300
ctrl     = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 1300]
type = AttackDist
trigger1 = 1
value = 0

[State 1300]
type = Helper
trigger1 = animelemtime(5) = 3
helpertype = normal
name = "yari"
ID = 1430
pos = 95, 0
postype = p1
facing = 1
stateno = 1430
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 145-random%40, 0
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 3
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 135-random%30, -40
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 2
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 125-random%20, -80
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 4
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 125-random%10, -120
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1300,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+700000)
persistent = 0
ignorehitpause = 1



[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;北斗骨砕打B
[Statedef 1301]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1300
ctrl     = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State 1300]
type = AttackDist
trigger1 = 1
value = 0

[State 1300]
type = Helper
trigger1 = animelemtime(5) = 3
helpertype = normal
name = "yari"
ID = 1430
pos = 200, 0
postype = p1
facing = 1
stateno = 1430
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 245-random%40, 0
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 3
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 240-random%30, -40
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 2
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 230-random%20, -80
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 4
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 230-random%10, -120
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1300,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+700000)
persistent = 0
ignorehitpause = 1

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;北斗骨砕打C
[Statedef 1302]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1302
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500

[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = VarSet
trigger1 = 1
v = 19
value = 180


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State 1300]
type = AttackDist
trigger1 = 1
value = 0

[State 1300]
type = Helper
trigger1 = animelemtime(5) = 3
helpertype = normal
name = "yari"
ID = 1430
pos = 25, 0
postype = p2
facing = -1
stateno = 1430
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 20-random%40, 0
postype = p2
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 3
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 15-random%30, -40
postype = p2
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 2
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 10-random%20, -80
postype = p2
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 4
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 5-random%10, -120
postype = p2
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1300,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+700000)
persistent = 0
ignorehitpause = 1

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;北斗骨砕打A-飛び道具
[Statedef 1430]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 1430
sprpriority = 4

[State 1400]
type = PosSet
trigger1 = 1
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s1400, 5
channel = -1

[State 1400, ヒット定義]
type = HitDef
trigger1 = animelem = 8
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = (16+floor(79*(root,fvar(1)))),9
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -36
hitsound = s8, 3
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 22
ground.velocity = -1.3,(-6.6-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3.3)
guard.velocity = -3.2
airguard.velocity = -3.5,-3.8
air.type = High
air.velocity = -1.3,(-7.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
[State 1400, ヒット定義]
type = HitDef
trigger1 = animelem = 8
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = (16+floor(79*(root,fvar(1)))),9
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -36
hitsound = s8, 3
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 22
ground.velocity = -1.3,(-6.6-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3.3)
guard.velocity = -3.2
airguard.velocity = -3.5,-3.8
air.type = High
air.velocity = -1.3,(-7.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
fv = 1
value = ((root,fvar(1))*0.85)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.98
persistent = 0
ignorehitpause = 1



[State 1400]
type = null;PalFX
trigger1 = 1
time = 1
add = 140,10,10
mul = 256,256,256
invertall = 0
color = 256
[State 1400]
type = Trans
trigger1 = time <= 60
trans = add
ignorehitpause = 1
[State 1400]
type = Trans
trigger1 = time > 60
trans = addalpha
alpha = (256-23*(time-60)), 256;(23*(time-60))
ignorehitpause = 1

[State 1200]
type = BGPalFX
trigger1 = time <= 8
time = 1
add = 0,0,0
mul = (256-(time*19)),(256-(time*19)),(256-(time*19))
ignorehitpause = 1
[State 1200]
type = BGPalFX
trigger1 = time > 8
trigger1 = time < 60
time = 1
add = 0,0,0
mul = 106,106,106
ignorehitpause = 1
[State 1200]
type = BGPalFX
trigger1 = time >= 60
trigger1 = time < 70
time = 1
add = 0,0,0
mul = (106+19*(time-60)),(106+19*(time-60)),(106+19*(time-60))
ignorehitpause = 1

[State 1400]
type = Explod
trigger1 = time = 1
anim = 1433
ID = 1433
pos = 25, 12
facing = facing
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 4
ownpal = 1


[State -1]
type = AttackDist
trigger1 = animelemtime(12) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State 1400]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;北斗骨砕打A-演出1
[Statedef 1432]
type     = S
movetype = A
physics  = N
velset   = 0,-1
anim = 1432
sprpriority = 5


[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 140,10,10
mul = 256,256,256
invertall = 0
color = 256
[State 1400]
type = Trans
trigger1 = time <= 12
trans = add
[State 1400]
type = Trans
trigger1 = time > 12
trans = addalpha
alpha = (256-28*(time-12)), 256


[State 1400]
type = destroyself
trigger1 = animtime = 0











;---------------------------------------------------------------------------
;風霜裂波斬(弱)
[Statedef 2500]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2500
sprpriority = 2
facep2 = 1

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2501


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State -2]
type = VelSet
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
x = 14+6*(var(49)=1)
[State -2]
type = VelSet
trigger1 = animelemtime(8) = 1
x = 0

[State 2500]
type = NotHitBy
trigger1 = animelemtime(5) >= 0 && animelemtime(9) < 0
trigger1 = var(49) = 0
value = ,AT,AP
[State 2500]
type = NotHitBy
trigger1 = animelemtime(1) >= 0 && animelemtime(12) < 2
trigger1 = var(49) = 1
value = SCA




[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6




[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 1
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 22
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 1
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 22
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6



[State 2500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s6, 2
channel = -1
[State 2500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 11
value = s9, 2
channel = -1


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2501,0+random%2
channel = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.89)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.84
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.91
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
trigger1 = animelemtime(13) >= 10
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(13) >= 0
trigger2 = movecontact || MoveReversed
value = 0



[State -1]
type = Explod
trigger1 = animelem = 2
anim = 2550
ID = 2550
pos = -20, -50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1


[State 2500]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(7060),var(6) < 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2553
persistent = 0
ignorehitpause = 1
[State 2500]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(7060),var(6) < 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1

[State 2500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1











;---------------------------------------------------------------------------
;風霜裂波斬(中)
[Statedef 2510]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2510
sprpriority = 2
facep2 = 1


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2501



[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State 2500]
type = VarSet
trigger1 = time = 1
trigger1 = var(49) = 1
v = 21
value = 0
[State 2500]
type = VarSet
trigger1 = p2bodydist x < -30
trigger1 = var(49) = 1
trigger1 = animelemtime(8) < 0
v = 21
value = 1
[State 2500]
type = VarSet
trigger1 = var(49) = 1
trigger1 = animelemtime(8) >= 0
v = 21
value = 1
[State 2500]
type = PlayerPush
trigger1 = var(49) = 1
value = var(21)
[State 2500]
type = Width
trigger1 = var(49) = 1
edge = -1,0


[State -2]
type = VelSet
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
trigger1 = var(49) = 0 || var(21) = 0 && var(49) = 1
x = 14+6*(var(49)=1)
[State -2]
type = VelSet
trigger1 = animelemtime(8) = 1 || var(21) = 1 && var(49) = 1
x = 0

[State 2500]
type = NotHitBy
trigger1 = animelemtime(5) >= 0 && animelemtime(9) < 0
trigger1 = var(49) = 0
value = ,AT,AP
[State 2500]
type = NotHitBy
trigger1 = animelemtime(3) >= 0 && animelemtime(12) < 2
trigger1 = var(49) = 1
value = SCA


[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6


[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 1
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 22
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 1
attr = S, SA
damage = (18+floor(92*fvar(1))),11
animtype = hard
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 22
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6



[State 2500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s6, 2
channel = -1
[State 2500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 11
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2501,0+random%2
channel = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.89)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.84
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.91
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
trigger1 = animelemtime(13) >= 10
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(13) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = Explod
trigger1 = animelem = 2
anim = 2550
ID = 2550
pos = -20, -50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1


[State 2500]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(7060),var(6) < 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2553
persistent = 0
ignorehitpause = 1
[State 2500]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(7060),var(6) < 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1


[State 2500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1











;---------------------------------------------------------------------------
;風霜裂波斬(EX)
[Statedef 2520]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2520
sprpriority = 2
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500


[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2501


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 2500]
type = VarSet
trigger1 = time = 1
trigger1 = var(49) = 1
v = 21
value = 0
[State 2500]
type = VarSet
trigger1 = p2bodydist x < -30
trigger1 = var(49) = 1
trigger1 = animelemtime(8) < 0
v = 21
value = 1
[State 2500]
type = VarSet
trigger1 = var(49) = 1
trigger1 = animelemtime(8) >= 0
v = 21
value = 1
[State 2500]
type = PlayerPush
trigger1 = var(49) = 1
value = var(21)
[State 2500]
type = Width
trigger1 = var(49) = 1
edge = -1,0


[State -2]
type = VelSet
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
trigger1 = var(49) = 0 || var(21) = 0 && var(49) = 1
x = 20+32*(var(49)=1)
[State -2]
type = VelSet
trigger1 = animelemtime(8) = 1 || var(21) = 1 && var(49) = 1
x = 0





[State 2500]
type = NotHitBy
trigger1 = animelemtime(1) >= 0 && animelemtime(10) < 0
trigger1 = var(49) = 0
value = ,AP
[State 2500]
type = NotHitBy
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
trigger1 = var(49) = 0
value = ,AT,AP
[State 2500]
type = NotHitBy
trigger1 = animelemtime(1) >= 0 && animelemtime(12) < 2
trigger1 = var(49) = 1
value = SCA



[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = S, SA
damage = (20+floor(100*fvar(1))),12
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = S, SA
damage = (20+floor(100*fvar(1))),12
animtype = hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6





[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 1
attr = S, SA
damage = (20+floor(100*fvar(1))),12
animtype = hard
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 22
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 2500, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 1
attr = S, SA
damage = (20+floor(100*fvar(1))),12
animtype = hard
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 22
ground.velocity = -5.9
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-3.5
air.hittime = 40
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = floor(55*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*25)
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6



[State 2500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s6, 2
channel = -1
[State 2500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 11
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2501,0+random%2
channel = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.89)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.84
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.91
persistent = 0
ignorehitpause = 1

[State -1]
type = Explod
trigger1 = animelem = 2
anim = 2550
ID = 2550
pos = -20, -50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1


[State -1]
type = StateTypeSet
trigger1 = animelemtime(13) >= 10
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(13) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -2]
type = VarSet
trigger1 = 1
v = 19
value = 180

[State 2500]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(7060),var(6) < 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2553
persistent = 0
ignorehitpause = 1
[State 2500]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(7060),var(6) < 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1


[State 2500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------------------
;スライドダウン空中ヒット
[Statedef 2553]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1106, 1]
type = ChangeAnim
trigger1 = Time >= 0
value = ifelse(AnimExist(5035),5035,5050)

[State 210, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 2554

;---------------------------------------------------------------------------
;スライドダウン下降
[Statedef 2554]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 200]
type = ChangeAnim
trigger1 = time = 1
value = ifelse(AnimExist(5035),5035,5050)

[State 1108, 3]
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5030, 2]
type = VelSet
trigger1 = time = 1
x = -10
y = 8

[State 200]
type = veladd
trigger1 = 1
y = 0.35

[State 5030, 4]
type = ChangeState
;triggerall = HitFall
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 2555

;---------------------------------------------------------------------------
;スライド
[Statedef 2555]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5100, 10]
type = PlaySnd
trigger1 = Prevstateno != 411
trigger1 = Time = 1
value = F7, 1

[State 5100, 8]
type = GameMakeAnim
trigger1 = Prevstateno != 411
trigger1 = Time = 1
value = 60 + 1
pos = 0, 0
under = 1

[State 1000, 3]
type = EnvShake
trigger1 = time = 1
trigger1 = Prevstateno != 411
time = 12

[State 5030, 2]
type = PosSet
trigger1 = time = 1
y = 0

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = time = 1
value = 5100

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5030, 2]
type = VelSet
trigger1 = time = 1
x = -11.2

[State 5030, 2]
type = VelMul
trigger1 = time > 0
x = 0.95

[State 5020, 5]
type = SelfState
trigger1 = time >= 58
;trigger1 = !alive
value = 5110









;---------------------------------------------------------------------------
;乱命割殺打A-1(地上始動)
[Statedef 2600]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2600
ctrl     = 0
sprpriority = 2
facep2 = 1




[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2601
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打A-2(地上始動)
[Statedef 2601]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2601
ctrl     = 0
sprpriority = 2


[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.9
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5

[State 1200]
type = NotHitBy
trigger1 = animelemtime(4) < 0
value = SCA
time = 1

[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2650
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = (var(21)%10) = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [2650,2655]
value = 2612
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
;乱命割殺打A-3(地上始動)
[Statedef 2602]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2602
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0




[State 1200]
type = TargetState
trigger1 = animelem = 10
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = 2660

[State 1200]
type = TargetState
trigger1 = animelemtime(10) = 25
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = (2661+var(14))

[State 1200]
type = VarAdd
trigger1 = animelemtime(10) = 25
v = 14
value = 1

[State 1200]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "ranmeief"
ID = 1400
pos = 0, 0
postype = p2
facing = 1
stateno = 2800
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5

[State 1200]
type = HitAdd
trigger1 = animelemtime(10) = 20
value = 1
[State 1200]
type = TargetlifeAdd
trigger1 = animelemtime(10) = 20
value = -1*(12+floor(63*fvar(1)))

[State 1200]
type = PlaySnd
trigger1 = animelem = 10
value = 1400, 2
channel = -1
[State 1200]
type = PlaySnd
trigger1 = animelemtime(10) = 20
value = 1400, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
trigger1 = floor(var(21)/10) = 1
value = 1202,1
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
trigger1 = floor(var(21)/10) = 0
value = 1202,0
channel = 0
ignorehitpause = 1
[State 1200]
type = VarSet
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1200]
type = BGPalFX
trigger1 = time <= 13
time = 1
add = 0,0,0
mul = (256-(time*15)),(256-(time*15)),(256-(time*15))
[State 1200]
type = BGPalFX
trigger1 = time > 13
trigger1 = time < 49
time = 1
add = 0,0,0
mul = 56,56,56
[State 1200]
type = BGPalFX
trigger1 = time >= 49
trigger1 = time <= 62
time = 1
add = 0,0,0
mul = (56+((time-49)*15)),(56+((time-49)*15)),(56+((time-49)*15))



[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;乱命割殺打A-1(空中始動)
[Statedef 2605]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2605
ctrl     = 0
sprpriority = 2

[State 1200]
type = VelSet
trigger1 = animelemtime(3) < 0
x = 0
y = 0
[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.6

[State 1200]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA
time = 1




[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1


[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2650
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [2650,2655]
value = 2612
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0





;---------------------------------------------------------------------------
;乱命割殺打B-1(地上始動)
[Statedef 2610]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2600
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2611
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打B-2(地上始動)
[Statedef 2611]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2601
ctrl     = 0
sprpriority = 2

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = ,AT
time = 1

[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5




[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)




[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2650
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0



[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [2650,2655]
value = 2612
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;乱命割殺打B-3(地上始動)
[Statedef 2612]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2602
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0


[State 1200]
type = TargetState
trigger1 = animelem = 10
value = 2660

[State 1200]
type = TargetState
trigger1 = animelemtime(10) = 25
value = (2661+var(14))

[State 1200]
type = VarAdd
trigger1 = animelemtime(10) = 25
v = 14
value = 1

[State 1200]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "ranmeief"
ID = 1400
pos = 0, 0
postype = p2
facing = 1
stateno = 2800
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5


[State 1200]
type = HitAdd
trigger1 = animelemtime(10) = 20
value = 1
[State 1200]
type = TargetlifeAdd
trigger1 = animelemtime(10) = 20
value = -1*(15+floor(75*fvar(1)))


[State 1200]
type = Helper
trigger1 = animelemtime(10) = 20
trigger1 = numhelper(1412) = 0
helpertype = normal
name = "senkoku"
ID = 1412
pos = 0, 0
postype = p2
facing = 1
stateno = 2812
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.3
size.yscale = 0.3

[State 1200]
type = PlaySnd
trigger1 = animelem = 10
value = 1400, 2
channel = -1
[State 1200]
type = PlaySnd
trigger1 = animelemtime(10) = 20
value = 1400, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1202,floor(var(21)/10)
channel = 0
ignorehitpause = 1
[State 1200]
type = VarSet
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1200]
type = BGPalFX
trigger1 = time <= 13
time = 1
add = 0,0,0
mul = (256-(time*15)),(256-(time*15)),(256-(time*15))
[State 1200]
type = BGPalFX
trigger1 = time > 13
trigger1 = time < 52
time = 1
add = 0,0,0
mul = 56,56,56
[State 1200]
type = BGPalFX
trigger1 = time >= 52
trigger1 = time <= 65
time = 1
add = 0,0,0
mul = (56+((time-52)*15)),(56+((time-52)*15)),(56+((time-52)*15))


[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;乱命割殺打B-1(空中始動)
[Statedef 2615]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2605
ctrl     = 0
sprpriority = 2

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = ,AT
time = 1

[State 1200]
type = VelSet
trigger1 = animelemtime(3) < 0
x = 0
y = 0
[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5




[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)





[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2650
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0


[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [2650,2655]
value = 2612
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;乱命割殺打C-1(地上始動)
[Statedef 2620]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2600
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = VarSet
trigger1 = time = 1
v = 19
value = 180


[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2621
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打C-2(地上始動)
[Statedef 2621]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2601
ctrl     = 0
sprpriority = 2

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = SCA
time = 1

[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5



[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)





[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2650
persistent = 0
ignorehitpause = 1
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0



[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [2650,2655]
value = 2622
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;乱命割殺打C-3(地上始動)
[Statedef 2622]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2602
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State -2]
type = PosSet
trigger1 = 1
y = 0


[State 1200]
type = TargetState
trigger1 = animelem = 10
value = 1260

[State 1200]
type = TargetState
trigger1 = animelemtime(10) = 25
value = (1261+var(14))

[State 1200]
type = VarAdd
trigger1 = animelemtime(10) = 25
v = 14
value = 1

[State 1200]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "ranmeief"
ID = 1400
pos = 0, 0
postype = p2
facing = 1
stateno = 2800
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5



[State 1200]
type = HitAdd
trigger1 = animelemtime(10) = 20
value = 1
[State 1200]
type = TargetlifeAdd
trigger1 = animelemtime(10) = 20
value = -1*(16+floor(79*fvar(1)))


[State 1200]
type = Helper
trigger1 = animelemtime(10) = 20
trigger1 = numhelper(1412) = 0
helpertype = normal
name = "senkoku"
ID = 1412
pos = 0, 0
postype = p2
facing = 1
stateno = 2812
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.3
size.yscale = 0.3

[State 1200]
type = PlaySnd
trigger1 = animelem = 10
value = 1400, 2
channel = -1
[State 1200]
type = PlaySnd
trigger1 = animelemtime(10) = 20
value = 1400, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1202,floor(var(21)/10)
channel = 0
ignorehitpause = 1
[State 1200]
type = VarSet
triggerall = animelem = 8
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+800000)
persistent = 0
ignorehitpause = 1


[State 1200]
type = BGPalFX
trigger1 = time <= 13
time = 1
add = 0,0,0
mul = (256-(time*15)),(256-(time*15)),(256-(time*15))
[State 1200]
type = BGPalFX
trigger1 = time > 13
trigger1 = time < 52
time = 1
add = 0,0,0
mul = 56,56,56
[State 1200]
type = BGPalFX
trigger1 = time >= 52
trigger1 = time <= 65
time = 1
add = 0,0,0
mul = (56+((time-52)*15)),(56+((time-52)*15)),(56+((time-52)*15))

[State -2]
type = VarSet
trigger1 = 1
v = 19
value = 180

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;乱命割殺打C-1(空中始動)
[Statedef 2625]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2605
ctrl     = 0
sprpriority = 2

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500

[State 1200]
type = NotHitBy
trigger1 = time <= 8
value = SCA
time = 1

[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = VarSet
trigger1 = time = 1
v = 19
value = 180

[State 1200]
type = VelSet
trigger1 = animelemtime(3) < 0
x = 0
y = 0
[State 1200]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -7.3
[State 1200]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = 0.5


[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)
[State 1200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, SA
damage = (7+floor(33*fvar(1))),4
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 20
ground.velocity = -3.8,-9.5
airguard.velocity = -3.1,-3.9
air.type = High
air.velocity = -3.8,-9.5
air.hittime = 19
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = var(28)





[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.65
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.86
persistent = 0
ignorehitpause = 1

[State 1200]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 1200]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2650
persistent = 0
[State 1200]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = (((floor(var(21)/10))*10)+1)
persistent = 0



[State 1200]
type = NotHitBy
trigger1 = var(21)%10 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = var(21)%10 = 1
value = 0


[State 1200]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 21
value = (floor(var(21)%10)+((random%2)*10))
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1201,floor(var(21)/10)
channel = 0
ignorehitpause = 1




[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s9, 2
channel = -1

[State 1200]
type = Width
trigger1 = var(21)%10 = 1
edge = 25,0



[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
trigger1 = var(21)%10 = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [1250,1255]
value = 2622
ctrl = 0

[State 1200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;乱命割殺打-相手1(空中)
[Statedef 2650]
type     = A
movetype = H
physics  = N
sprpriority = 1
facep2 = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1250, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = time = 1
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 1250, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = time = 1
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 1250, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = time = 1
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 1250, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 1250, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 2651

;---------------------------------------------------------------------------
;乱命割殺打-相手2(空中)
[Statedef 2651]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1251, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 1251, 2]
type = HitVelSet
trigger1 = time = 1
x = 1
y = 1

[State 1251, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2652 ;HITA_UP (transition)

;---------------------------------------------------------------------------
;乱命割殺打-相手3(空中)
[Statedef 2652]
type    = A
movetype= H
physics = N

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1252, 1]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 1252, 2]
type = VelAdd
trigger1 = 1
y = 0.4

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 2653



;---------------------------------------------------------------------------
;乱命割殺打-相手4
[Statedef 2653]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 2654





;---------------------------------------------------------------------------
;乱命割殺打-相手4a
[Statedef 2654]
type    = A
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = time = 1
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = time = 1

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = time = 1
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 1
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = time = 1
y = 0

[State 5100, 5]
type = VelSet
trigger1 = time = 1
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = time = 1
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = time = 1
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1255

[State 5100, 13]
type = ForceFeedback
trigger1 = time = 1
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
;乱命割殺打-相手4b
[Statedef 2655]
type    = A
movetype= H
physics = N
velset = -1,-6

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 4]
type = PosSet
trigger1 = time = 1
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .35

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = selfstate;ChangeState
value = 5110;1255


;---------------------------------------------------------------------------
;乱命割殺打-相手5
[Statedef 2660]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1200]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1200]
type = PosSet
trigger1 = 1
y = 0

[State 1200]
type = ChangeAnim
trigger1 = time = 1
value = 5002;1101

;---------------------------------------------------------------------------
;乱命割殺打-相手6
[Statedef 2661]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = time >= 32
value = SCA
time = 1
ignorehitpause = 1


[State 1100]
type = PosSet
trigger1 = 1
y = 0


[State 1100]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 1100]
type = ChangeAnim2
Trigger1 = Time = 6
value = 1107

[State 1100]
type = SelfState
;trigger1 = animtime >= 0
trigger1 = time >= 32
value = 5110
ctrl = 0



;---------------------------------------------------------------------------
;乱命割殺打-相手7
[Statedef 2662]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = time >= 15
trigger1 = alive
value = SCA
time = 1
ignorehitpause = 1


[State 1100]
type = PosSet
trigger1 = 1
y = 0

[State 1100]
type = ChangeAnim
trigger1 = time = 1
trigger1 = alive
value = 5002
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = !alive
value = 1107


[State 1100]
type = SelfState
trigger1 = time > 5
trigger1 = alive
value = 0
ctrl = 1
[State 1100]
type = SelfState
trigger1 = animtime >= 0
trigger1 = !alive
value = 5110
ctrl = 0


;---------------------------------------------------------------------------
;乱命割殺打-相手8
[Statedef 2663]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1


[State 1100]
type = PosSet
trigger1 = 1
y = 0

[State 1100]
type = ChangeAnim
trigger1 = time = 1
trigger1 = alive
value = 5002
[State 1100]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = !alive
value = 1107

[State 1100]
type = SelfState
trigger1 = time >= 1
trigger1 = alive
value = 0
ctrl = 1
[State 1100]
type = SelfState
trigger1 = animtime >= 0
trigger1 = !alive
value = 5110
ctrl = 0

;---------------------------------------------------------------------------
;乱命割殺打-エフェクト1
[Statedef 2800]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1400
sprpriority = 3

[State 1200]
type = PosSet
trigger1 = time <= 20
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = Trans
trigger1 = time <= 20
trans = add
[State 1400]
type = Trans
trigger1 = time > 20
trans = addalpha
alpha = (time<=62)*(256-6*(time-20)), 256

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,110
mul = 56,56,96
invertall = 0
color = 256

[State 1400]
type = VelAdd
trigger1 = time > 20
y = -0.9

[State 1200]
type = Helper
trigger1 = animelemtime(4) = 15
helpertype = normal
name = "ranmeief-moji"
ID = 1401
pos = 0, 0
postype = p1
facing = 1
stateno = 2801
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1200]
type = Helper
trigger1 = animelemtime(4) = 10
helpertype = normal
name = "ranmeief-moji"
ID = 1402
pos = 0, 0
postype = p1
facing = 1
stateno = 2802
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1200]
type = Helper
trigger1 = animelemtime(4) = 5
helpertype = normal
name = "ranmeief-moji"
ID = 1403
pos = 0, 0
postype = p1
facing = 1
stateno = 2803
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 11
anim = 1404
ID = 1404
pos = 0, -100
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 6
anim = 1404
ID = 1404
pos = 0, -80
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 1
anim = 1404
ID = 1404
pos = 0, -60
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 1
anim = 1408
ID = 1408
pos = 0, 0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = time > 20
anim = 1407
ID = 1407
pos = (-18+random%37), -30
postype = p1
bindtime = 1
removetime = -2
vel = 0, -1*(random%4)
supermovetime = 0
pausemovetime = 0
scale = 2, 2
sprpriority = 5
ownpal = 0
[State 1200]
type = Explod
trigger1 = time > 20
anim = 1407
ID = 1407
pos = (-18+random%37), -30
postype = p1
bindtime = 1
removetime = -2
vel = 0, -1*(random%4)
supermovetime = 0
pausemovetime = 0
scale = 2, 2
sprpriority = 5
ownpal = 0



[State 1200]
type = Explod
trigger1 = animelemtime(4) = 10;>= 1
;trigger1 = animelemtime(4) <= 60
;trigger1 = time%3 = 0
anim = 1411
ID = 1411
pos = 25, -55
postype = p1
bindtime = 1
removetime = -2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
scale = 0.6, 0.6
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 10;>= 1
;trigger1 = animelemtime(4) <= 60
;trigger1 = time%3 = 0
anim = 1411
ID = 1411
pos = -25, -55
postype = p1
bindtime = 1
removetime = -2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
scale = 0.6, 0.6
sprpriority = 5
ownpal = 1
[State 1200]
type = Explod
trigger1 = animelemtime(4) = 1;>= 1
;trigger1 = animelemtime(4) <= 60
;trigger1 = time%3 = 0
anim = 1411
ID = 1411
pos = 0, -40
postype = p1
bindtime = 1
removetime = -2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.7
sprpriority = 5
ownpal = 1

[State 1400]
type = destroyself
trigger1 = time > 120

;---------------------------------------------------------------------------
;乱命割殺打-エフェクト2
[Statedef 2801]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1401
sprpriority = 4

[State 1200]
type = PosSet
trigger1 = time <= 10
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 120,10,10
mul = 256,256,256
invertall = 0
color = 256

[State 1400]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = time*48, 256
[State 1400]
type = Trans
trigger1 = time <= 10
trigger1 = time >= 5
trans = add
[State 1400]
type = Trans
trigger1 = time > 30
trans = addalpha
alpha = (time<=50)*(256-6*(time-10)), 256



[State 1400]
type = VelSet
trigger1 = time > 10
y = -0.2

[State 1400]
type = destroyself
trigger1 = time > 50
;---------------------------------------------------------------------------
;乱命割殺打-エフェクト3
[Statedef 2802]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1402
sprpriority = 4

[State 1200]
type = PosSet
trigger1 = time <= 20
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 120,10,10
mul = 256,256,256
invertall = 0
color = 256

[State 1400]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = time*48, 256
[State 1400]
type = Trans
trigger1 = time <= 20
trigger1 = time >= 5
trans = add
[State 1400]
type = Trans
trigger1 = time > 20
trans = addalpha
alpha = (time<=60)*(256-6*(time-20)), 256



[State 1400]
type = VelSet
trigger1 = time > 20
y = -0.2

[State 1400]
type = destroyself
trigger1 = time > 60
;---------------------------------------------------------------------------
;乱命割殺打-エフェクト4
[Statedef 2803]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1403
sprpriority = 4

[State 1200]
type = PosSet
trigger1 = time <= 30
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 120,10,10
mul = 256,256,256
invertall = 0
color = 256

[State 1400]
type = Trans
trigger1 = time < 5
trans = addalpha
alpha = time*48, 256
[State 1400]
type = Trans
trigger1 = time <= 30
trigger1 = time >= 5
trans = add
[State 1400]
type = Trans
trigger1 = time > 30
trans = addalpha
alpha = (time<=70)*(256-6*(time-30)), 256



[State 1400]
type = VelSet
trigger1 = time > 30
y = -0.2

[State 1400]
type = destroyself
trigger1 = time > 70
;---------------------------------------------------------------------------
;乱命割殺打-死の宣告
[Statedef 2812]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1412
sprpriority = 7

[State 1400]
type = Turn
trigger1 = enemynear,facing = facing

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400]
type = PosSet
trigger1 = 1
x = enemynear,pos x
[State 1400]
type = PosSet
trigger1 = 1
y = (enemynear,pos y-120)

[State 1400]
type = VarSet
trigger1 = time = 1
trigger2 = time = 41
trigger3 = time = 81
trigger4 = time = 121
trigger5 = time = 161
trigger6 = time = 201
trigger7 = time = 241
trigger8 = time = 281
fv = 5
value = 3.0
[State 1400]
type = VarAdd
trigger1 = 1
fv = 5
value = -0.05


[State 1400]
type = Explod
trigger1 = time > 0
trigger1 = time <= 40
anim = 1418
ID = 1418
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 40
trigger1 = time <= 80
anim = 1417
ID = 1417
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 80
trigger1 = time <= 120
anim = 1416
ID = 1416
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 120
trigger1 = time <= 160
anim = 1415
ID = 1415
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 160
trigger1 = time <= 200
anim = 1414
ID = 1414
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1
[State 1400]
type = Explod
trigger1 = time > 200
trigger1 = time <= 240
anim = 1413
ID = 1413
pos = 0, 20
facing = facing
postype = p1
bindtime = -1
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = fvar(5), fvar(5)
sprpriority = 8
ownpal = 1


[State 1400]
type = Trans
trigger1 = time > 240
trans = addalpha
alpha = (256-(time-240)*3), (3*(time-240))


[State 1400]
type = destroyself
trigger1 = time > 340

[State 1400]
type = PlaySnd
trigger1 = time = 240
value = 1400, 6
channel = -1
[State 1400]
type = Explod
trigger1 = time = 240
anim = 1420
ID = 1420
pos = 0, -50
facing = facing
postype = p2
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.8, 0.8
sprpriority = 5
ownpal = 1
[State 1400]
type = StateTypeSet
trigger1 = time = 240
statetype = A
movetype = A
physics = N
[State 1400]
type = AttackDist
trigger1 = time = 240
value = 100
[State 1200, ヒット定義]
type = HitDef
trigger1 = time = 241
attr = S, SP
damage = (15+floor(65*(root,fvar(1)))),8
animtype = hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, 20
guard.sparkno = s7010
sparkno = -1;s7008+random%2
sparkxy = -10, 56
hitsound = s8, 4
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 25
ground.velocity = 0,-8
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = 0,-8
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = root,var(28)




[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.8)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.9
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.99
persistent = 0
ignorehitpause = 1


;死の宣告
[State -1]
type = ParentVarSet
triggerall = root,var(59) > 0
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = (root,statetype != A) || (root,pos y > -30)&&(root,vel y > 0) || (stateno = [1900,1949])
v = 58
value = 7
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = time > 290
movetype = I
[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0





;---------------------------------------------------------------------------
;北斗骨砕打A
[Statedef 2700]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1300
ctrl     = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2700

[State 1300]
type = AttackDist
trigger1 = 1
value = 0

[State 1300]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "yari"
ID = 1430
pos = 80, 0
postype = p1
facing = 1
stateno = 2830
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 130-random%40, 0
postype = p1
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 120-random%30, -40
postype = p1
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 4
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 110-random%20, -80
postype = p1
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(7) = 2
helpertype = normal
name = "ensyutu"
ID = 2832
pos = 110-random%10, -120
postype = p1
facing = 1
stateno = 1432
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1300,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+700000)
persistent = 0
ignorehitpause = 1



[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;北斗骨砕打B
[Statedef 2701]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 1300
ctrl     = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2700

[State 1300]
type = AttackDist
trigger1 = 1
value = 0

[State 1300]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "yari"
ID = 1430
pos = 190, 0
postype = p1
facing = 1
stateno = 2830
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 235-random%40, 0
postype = p1
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 230-random%30, -40
postype = p1
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 4
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 220-random%20, -80
postype = p1
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(7) = 2
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 220-random%10, -120
postype = p1
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1300,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+700000)
persistent = 0
ignorehitpause = 1

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;北斗骨砕打C
[Statedef 2702]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2702
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -500

[State -1]
type = Explod
trigger1 = time = 1
anim = 10110
ID = 10110
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = PlaySnd
trigger1 = time = 1
value = s11000, 1
channel = -1
[State -1]
type = PalFX
trigger1 = time = 1
time = 20
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,256,40

[State -2]
type = VarSet
trigger1 = 1
v = 19
value = 180


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 1300]
type = AttackDist
trigger1 = 1
value = 0

[State 1300]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "yari"
ID = 1430
pos = 25, 0
postype = p2
facing = -1
stateno = 2830
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2
[State 1300]
type = Helper
trigger1 = animelemtime(5) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 20-random%40, 0
postype = p2
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 15-random%30, -40
postype = p2
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(6) = 4
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 10-random%20, -80
postype = p2
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1300]
type = Helper
trigger1 = animelemtime(7) = 2
helpertype = normal
name = "ensyutu"
ID = 1432
pos = 5-random%10, -120
postype = p2
facing = 1
stateno = 2832
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1300,0+random%2
channel = 0
ignorehitpause = 1
[State -3]
type = VarSet
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+700000)
persistent = 0
ignorehitpause = 1

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;北斗骨砕打A-飛び道具
[Statedef 2830]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 2830
sprpriority = 4

[State 1400]
type = PosSet
trigger1 = 1
y = 0

[State 1400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s1400, 5
channel = -1

[State 1400, ヒット定義]
type = HitDef
trigger1 = animelem = 8
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = (16+floor(79*(root,fvar(1)))),9
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -36
hitsound = s8, 3
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 22
ground.velocity = -1.3,(-6.6-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3.3)
guard.velocity = -3.2
airguard.velocity = -3.5,-3.8
air.type = High
air.velocity = -1.3,(-6.4-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
[State 1400, ヒット定義]
type = HitDef
trigger1 = animelem = 8
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = (16+floor(79*(root,fvar(1)))),9
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -36
hitsound = s8, 3
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 22
ground.velocity = -1.3,(-6.6-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3.3)
guard.velocity = -3.2
airguard.velocity = -3.5,-3.8
air.type = High
air.velocity = -1.3,(-6.4-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
fv = 1
value = ((root,fvar(1))*0.85)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.98
persistent = 0
ignorehitpause = 1



[State -1]
type = ParentVarAdd
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(42) < 8
v = 42
value = 1
persistent = 0
ignorehitpause = 1


;即死
[State 1000]
type = Helper
trigger1 = root,var(42) = 8
helpertype = normal
name = "dokuro"
ID = 2860
pos = 0, -50
postype = p2
facing = 1
stateno = 2860
keyctrl = 0
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
persistent = 0
size.xscale = 0.5
size.yscale = 0.5
[State 1000]
type = Helper
trigger1 = root,var(42) = 8
helpertype = normal
name = "dokuro"
ID = 2865
pos = 0, -50
postype = p2
facing = 1
stateno = 2865
keyctrl = 0
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
persistent = 0
[State 1000]
type = SuperPause
trigger1 = root,var(42) = 8
time = 50
anim = -1;S3100
sound = -1;S100,1
pos = 0,-50
movetime = 50
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
persistent = 0
[State 1000]
type = TargetLifeAdd
trigger1 = numtarget > 0
trigger1 = root,var(42) = 8
value = -30000
kill = 1
absolute = 1
persistent = 0
[State 1000]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = root,var(42) = 8
value = 1400,6
channel = -1
persistent = 0
[State 1000]
type = ParentVarSet
trigger1 = root,var(42) = 8
v = 42
value = 0
persistent = 0



[State 1400]
type = null;PalFX
trigger1 = 1
time = 1
add = 140,10,10
mul = 256,256,256
invertall = 0
color = 256
[State 1400]
type = Trans
trigger1 = time <= 60
trans = add
ignorehitpause = 1
[State 1400]
type = Trans
trigger1 = time > 60
trans = addalpha
alpha = (256-23*(time-60)), 256;(23*(time-60))
ignorehitpause = 1

[State 1200]
type = BGPalFX
trigger1 = time <= 8
time = 1
add = 0,0,0
mul = (256-(time*19)),(256-(time*19)),(256-(time*19))
ignorehitpause = 1
[State 1200]
type = BGPalFX
trigger1 = time > 8
trigger1 = time < 60
time = 1
add = 0,0,0
mul = 106,106,106
ignorehitpause = 1
[State 1200]
type = BGPalFX
trigger1 = time >= 60
trigger1 = time < 70
time = 1
add = 0,0,0
mul = (106+19*(time-60)),(106+19*(time-60)),(106+19*(time-60))
ignorehitpause = 1

[State 1400]
type = Explod
trigger1 = time = 1
anim = 1433
ID = 1433
pos = 25, 12
facing = facing
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 4
ownpal = 1


[State -1]
type = AttackDist
trigger1 = animelemtime(12) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State 1400]
type = destroyself
trigger1 = animtime = 0
trigger1 = numhelper(2860) = 0
trigger1 = numhelper(2865) = 0

;---------------------------------------------------------------------------
;即死演出1
[Statedef 2860]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 2860
sprpriority = 7


[State 2800]
type = Trans
trigger1 = time <= 10
trans = addalpha
alpha = (time*25), 256

[State 2800]
type = Trans
trigger1 = time > 10
trans = addalpha
alpha = 256, 256



[State 2800]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;即死演出2
[Statedef 2865]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 2865
sprpriority = -1


[State 2800]
type = VarSet
trigger1 = time = 1
fv = 5
value = 2
[State 2800]
type = VarAdd
trigger1 = 1
fv = 5
value = -0.06
[State 2800]
type = AngleDraw
trigger1 = 1
scale = 2,fvar(5)

[State 2800]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256



[State 2800]
type = destroyself
trigger1 = fvar(5) < 0.05

;---------------------------------------------------------------------------
;北斗骨砕打A-演出1
[Statedef 2832]
type     = S
movetype = A
physics  = N
velset   = 0,-1
anim = 1432
sprpriority = 5


[State 1400]
type = PalFX
trigger1 = 1
time = 1
add = 140,10,10
mul = 256,256,256
invertall = 0
color = 256
[State 1400]
type = Trans
trigger1 = time <= 12
trans = add
[State 1400]
type = Trans
trigger1 = time > 12
trans = addalpha
alpha = (256-28*(time-12)), 256


[State 1400]
type = destroyself
trigger1 = animtime = 0





;---------------------------------------------------------------------------
;戦技
[Statedef 1500]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1501
sprpriority = 2
facep2 = 1


[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),1,(ifelse((command = "22_b" || helper(7065),var(10) > 0),2,3)))
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
v = 21
value = 2
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(11) > 30 || (gametime%8 = [0,1])
v = 21
value = 1
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(11) > 30 && random%3 != 0 || (gametime%8 = [2,3])
trigger1 = var(10) < 5
v = 21
value = 3


[State -2]
type = VarSet
trigger1 = time = 1
v = 12
value = 0
[State -2]
type = VarSet
triggerall = anim = 1501
triggerall = animelemtime(1) >= 0
triggerall = animelemtime(3) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_a" && var(21) = 1||command != "hold_b" && var(21) = 2||command != "hold_c" && var(21) = 3
trigger2 = var(59) > 0
trigger2 = (enemynear,stateno != [120,155]) && p2movetype = H && animelemtime(2) < 0 || prevstateno < 200
trigger2 = var(58) != 134
trigger3 = var(59) > 0
trigger3 = random%50 = 0
trigger3 = var(58) != 134
v = 12
value = 1
[State -2]
type = VarSet
triggerall = anim = 1501
triggerall = animelemtime(3) >= 0
triggerall = animelemtime(5) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_a" && var(21) = 1||command != "hold_b" && var(21) = 2||command != "hold_c" && var(21) = 3
trigger2 = var(59) > 0
trigger2 = random%150 = 0
trigger2 = var(58) != 134
v = 12
value = 2
[State -2]
type = VarSet
triggerall = anim = 1501
triggerall = animelemtime(5) >= 0
triggerall = animelemtime(7) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_a" && var(21) = 1||command != "hold_b" && var(21) = 2||command != "hold_c" && var(21) = 3
trigger2 = var(59) > 0
trigger2 = random%250 = 0
trigger2 = var(58) != 134
v = 12
value = 3
[State -2]
type = VarSet
triggerall = anim = 1501
triggerall = animelemtime(7) >= 0
triggerall = animelemtime(9) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_a" && var(21) = 1||command != "hold_b" && var(21) = 2||command != "hold_c" && var(21) = 3
trigger2 = var(59) > 0
trigger2 = random%350 = 0
trigger2 = var(58) != 134
v = 12
value = 4
[State -2]
type = VarSet
triggerall = anim = 1501
triggerall = animelemtime(9) >= 0
triggerall = animelemtime(11) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_a" && var(21) = 1||command != "hold_b" && var(21) = 2||command != "hold_c" && var(21) = 3
trigger2 = var(59) > 0
trigger2 = random%450 = 0
trigger2 = var(58) != 134
v = 12
value = 5





[State -2]
type = ChangeAnim
trigger1 = anim = 1501
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
trigger1 = var(12) = 1 || var(49) = 1
value = 1500
elem = 2
[State -2]
type = ChangeAnim
trigger1 = anim = 1501
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
trigger1 = var(12) = 2
value = 1500
elem = 3
[State -2]
type = ChangeAnim
trigger1 = anim = 1501
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
trigger1 = var(12) = 3
value = 1500
elem = 4
[State -2]
type = ChangeAnim
trigger1 = anim = 1501
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(8) >= 0
trigger1 = var(12) = 4
value = 1500
elem = 5






[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0







[State 1500, ヒット定義]
type = HitDef
trigger1 = var(21) = 1
trigger1 = animelemtime(6) >= 0 && animelemtime(8) < 0
trigger1 = anim = 1500
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = S, SA
damage = 0;(10+floor(80*fvar(1)))
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 33
ground.velocity = -5.1
airguard.velocity = -1.2,-2.1
air.type = High
air.velocity = -1.2,-3.4
air.hittime = 20
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = -500,floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = floor(45*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
air.fall = 1
kill = var(28)
[State 1500, ヒット定義]
type = HitDef
trigger1 = var(21) = 1
trigger1 = animelemtime(6) >= 0 && animelemtime(8) < 0
trigger1 = anim = 1500
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = S, SA
damage = 0;(10+floor(80*fvar(1)))
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 33
ground.velocity = -5.1
airguard.velocity = -1.2,-2.1
air.type = High
air.velocity = -1.2,-3.4
air.hittime = 20
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = -500,floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = floor(45*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
air.fall = 1
kill = var(28)

[State 1500, ヒット定義]
type = HitDef
trigger1 = var(21) = [2,3]
trigger1 = animelemtime(6) >= 0 && animelemtime(8) < 0
trigger1 = anim = 1500
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 0
attr = S, SA
damage = 0;(10+floor(80*fvar(1)))
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 33
ground.velocity = -5.1
airguard.velocity = -1.2,-2.1
air.type = High
air.velocity = -1.2,-3.4
air.hittime = 20
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = floor(fvar(2)*1.0*70),floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = floor(45*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
air.fall = 1
kill = var(28)
[State 1500, ヒット定義]
type = HitDef
trigger1 = var(21) = [2,3]
trigger1 = animelemtime(6) >= 0 && animelemtime(8) < 0
trigger1 = anim = 1500
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 0
attr = S, SA
damage = 0;(10+floor(80*fvar(1)))
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 33
ground.velocity = -5.1
airguard.velocity = -1.2,-2.1
air.type = High
air.velocity = -1.2,-3.4
air.hittime = 20
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = floor(fvar(2)*1.0*70),floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = floor(45*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
air.fall = 1
kill = var(28)



[State 1500, ヒット定義]
type = HitDef
trigger1 = var(21) = 1
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = anim = 1501
trigger1 = !movecontact && !MoveReversed
trigger2 = var(21) = 1
trigger2 = animelemtime(6) >= 0 && animelemtime(8) < 0
trigger2 = anim = 1500
trigger2 = !movecontact && !MoveReversed
trigger2 = var(49) = 1
attr = S, SA
damage = 0;(10+floor(80*fvar(1)))
animtype = hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 33
ground.velocity = -5.1
airguard.velocity = -1.2,-2.1
air.type = High
air.velocity = -1.2,-3.4
air.hittime = 20
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = -500,floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = floor(45*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
air.fall = 1
kill = var(28)
[State 1500, ヒット定義]
type = HitDef
trigger1 = var(21) = [2,3]
trigger1 = animelemtime(11) >= 0 && animelemtime(13) < 0
trigger1 = anim = 1501
trigger1 = !movecontact && !MoveReversed
trigger2 = var(21) = [2,3]
trigger2 = animelemtime(6) >= 0 && animelemtime(8) < 0
trigger2 = anim = 1500
trigger2 = !movecontact && !MoveReversed
trigger2 = var(49) = 1
attr = S, SA
damage = 0;(10+floor(80*fvar(1)))
animtype = hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(37*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 33
ground.velocity = -5.1
airguard.velocity = -1.2,-2.1
air.type = High
air.velocity = -1.2,-3.4
air.hittime = 20
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = floor(fvar(2)*1.0*70),floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = floor(45*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
air.fall = 1
kill = var(28)





[State 1500, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
trigger1 = anim = 1500
trigger2 = animelem = 10
trigger2 = anim = 1501
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 6 && anim = 1500 || animelem = 10 && anim = 1501
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1501,0+random%2
channel = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(21) = 2
v = 11
value = 300
persistent = 0
ignorehitpause = 1
[State -1]
type = VarAdd
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(21) = 3
trigger1 = var(10) < 5
v = 10
value = 1
persistent = 0
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.8)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.75
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
trigger1 = anim = 1500
trigger2 = animelemtime(14) >= 0
trigger2 = anim = 1501
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(8) < 0
trigger1 = anim = 1500
trigger2 = animelemtime(9) < 0
trigger2 = anim = 1501
trigger3 = !movecontact && !MoveReversed
value = 150
[State -1]
type = AttackDist
trigger1 = animelemtime(8) >= 0
trigger1 = anim = 1500
trigger2 = animelemtime(9) >= 0
trigger2 = anim = 1501
trigger3 = movecontact || MoveReversed || var(49) = 1
value = 0



[State 1500]
type = Helper
trigger1 = movehit
helpertype = normal
name = "ef"
ID = 1530
pos = -40, -70
postype = p2
facing = 1
stateno = (1529+var(21))
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
ignorehitpause = 1



[State 1500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;押し合い用ヘルパー1
[Statedef 1510]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 165

[State -2]
type = Varset
trigger1 = 1
fv = 4
value = 3




[State 1510]
type = VelSet
trigger1 = 1
x = -2.5+(fvar(4)*0.6)

[State 1510]
type = Turn
trigger1 = enemynear,facing = facing
trigger1 = enemynear,vel x > 0
trigger2 = enemynear,facing != facing
trigger2 = enemynear,vel x < 0

[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1510]
type = PlayerPush
trigger1 = 1
value = 1


[State 1510]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1510]
type = DestroySelf
trigger1 = p2dist x < -100; && (enmynear,vel x > 0) || p2dist x > 100 && (enmynear,vel x > 0)
trigger2 = enemynear,vel x = 0
trigger3 = (enemynear,movetype = H) && (enemynear,stateno != [120,149])
trigger4 = root,var(11) <= 0



;---------------------------------------------------------------------------
;エフェクト1
[Statedef 1530]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1530
sprpriority = 5


[State -1]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 156,256,156




[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1510]
type = PlayerPush
trigger1 = 1
value = 1


[State 1510]
type = PlaySnd
trigger1 = time = 1
value = 1500, 0
channel = -1
ignorehitpause = 1


[State 1510]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1510]
type = DestroySelf
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;エフェクト2
[Statedef 1531]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1530
sprpriority = 5


[State 1510]
type = PlaySnd
trigger1 = time = 1
value = 1500, 0
channel = -1
ignorehitpause = 1


[State -1]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 156,156,256



[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1510]
type = PlayerPush
trigger1 = 1
value = 1


[State 1510]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1510]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;エフェクト2
[Statedef 1532]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1530
sprpriority = 5


[State 1510]
type = PlaySnd
trigger1 = time = 1
value = 1500, 0
channel = -1
ignorehitpause = 1

[State -1]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,56,56



[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1510]
type = PlayerPush
trigger1 = 1
value = 1


[State 1510]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1510]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1510]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;アイテム
[Statedef 1550]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1550
sprpriority = 2
facep2 = 1

[State 1500]
type = VarSet
trigger1 = var(59) = 0
trigger1 = time = 1
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))
[State 1500]
type = VarSet
trigger1 = var(59) > 0
trigger1 = time = 1
v = 21
value = 0
[State 1500]
type = VarSet
trigger1 = var(59) > 0
trigger1 = time = 1
trigger1 = (powermax-350) >= power
trigger1 = gametime%5 = [3,4]
v = 21
value = 1
[State 1500]
type = VarSet
trigger1 = var(59) > 0
trigger1 = time = 1
trigger1 = var(32) <= 700
trigger1 = gametime%5 = [1,2]
v = 21
value = 2



[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1551,0+random%2
channel = 0
ignorehitpause = 1

[State 1500]
type = PlaySnd
trigger1 = animelem = 5
value = 1550, var(21)
channel = -1
[State 1500]
type = LifeAdd
trigger1 = var(21) = 0
trigger1 = animelem = 5
value = 85+35*(var(48) = 1)
[State 1500]
type = PowerAdd
trigger1 = var(21) = 1
trigger1 = animelem = 5
value = 350+300*(var(48) = 1)
[State 1500]
type = VarSet
trigger1 = var(21) = 2
trigger1 = animelem = 5
trigger1 = (var(32) = [650,1000]) || var(48) = 1
v = 32
value = 1000
[State 1500]
type = VarAdd
triggerall = var(21) = 2
triggerall = animelem = 5
trigger1 = var(32) < 650
trigger2 = var(32) = [2000,3000]
v = 32
value = 350




[State -1]
type = Explod
trigger1 = animelem = 5
anim = (1585+var(21))
ID = 1585
pos = -20, -80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (1588+var(21))
ID = 1588
pos = 0, -100
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, -0.4
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0


[State 1500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1












;---------------------------------------------------------------------------
;チャージ
[Statedef 1600]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1600
sprpriority = 2
facep2 = 1


[State 1600]
type	= HitBy
trigger1= time > 5
trigger1 = animelemtime(4) < 0
value	= SCA,AT
time	= 1
ignorehitpause = 1
[State 1600]
type	= null;HitBy
trigger1= time > 5
trigger1 = animelemtime(4) >= 0
value	= SCA,AT,AP,AT
time	= 1
ignorehitpause = 1




[State 1500]
type = VarSet
trigger1 = var(59) = 0
trigger1 = time = 1
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
v = 21
value = 0
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = p2statetype = L || random%5 = 0
v = 21
value = 1




[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 1600]
type = ChangeAnim
trigger1 = time = 1
value = (1600+var(21)+10*(var(49)=1))


[State 1600, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, SA
damage = (15+floor((65+var(21)*10)*fvar(1))),8
animtype = hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 32
ground.velocity = -3.9
airguard.velocity = -2.9,2.1
air.type = High
air.velocity = -0.9,(-10.7-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3)
air.hittime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recovertime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
air.fall = 1
kill = var(28)
[State 1600, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, SA
damage = (15+floor((65+var(21)*10)*fvar(1))),8
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 32
ground.velocity = -3.9
airguard.velocity = -2.9,2.1
air.type = High
air.velocity = -0.9,(-10.7-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3)
air.hittime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recovertime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
air.fall = 1
kill = var(28)






[State 1600, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
trigger1 = var(49) = 1
attr = S, SA
damage = (15+floor((65+var(21)*10)*fvar(1))),8
animtype = hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 40
ground.velocity = -0.9,(-10.7-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3)
airguard.velocity = -2.9,2.1
air.type = High
air.velocity = -0.9,(-10.7-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3)
air.hittime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recovertime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
fall = 1
kill = var(28)
[State 1600, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger1 = var(49) = 1
attr = S, SA
damage = (15+floor((65+var(21)*10)*fvar(1))),8
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 40
ground.velocity = -0.9,(-10.7-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3)
airguard.velocity = -2.9,2.1
air.type = High
air.velocity = -0.9,(-10.7-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3)
air.hittime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recovertime = floor(75*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*38)
fall = 1
kill = var(28)



[State -1]
type = Explod
trigger1 = animelem = 3
anim = 1630
ID = 1630
pos = 20, -50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0

[State 1600, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s1600, 0
channel = -1


[State 1600, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1601,0+random%2
channel = 0
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.93)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.75
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0



[State 1600]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "ama"
ID = 1610
pos = 0, 0
postype = p1
facing = 1
stateno = 1610
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
persistent = 0
ignorehitpause = 1





[State -2]
type = LifeAdd
trigger1 = numhelper(1610)
trigger1 = helper(1610),GetHitvar(damage) > 0
value = -1*(Helper(1610),GetHitvar(damage))
absolute = 1
ignorehitpause = 1



[State 1600]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
trigger1 = (target,statetype = A) || var(49) = 1
value = 1640
persistent = 0
ignorehitpause = 1


[State 1600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;チャージアーマー
[Statedef 1610]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1600
sprpriority = 2
facep2 = 1


[State 1600]
type = VarSet
trigger1 = root,animelemtime(1) >= 0
trigger1 = root,animelemtime(2) < 0
v = 21
value = 1
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(2) >= 0
trigger1 = root,animelemtime(3) < 0
v = 21
value = 2
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(3) >= 0
trigger1 = root,animelemtime(4) < 0
v = 21
value = 3
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(4) >= 0
trigger1 = root,animelemtime(5) < 0
v = 21
value = 4
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(6) < 0
v = 21
value = 5
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(6) >= 0
trigger1 = root,animelemtime(7) < 0
v = 21
value = 6
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(7) >= 0
trigger1 = root,animelemtime(8) < 0
v = 21
value = 7
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(8) >= 0
trigger1 = root,animelemtime(9) < 0
v = 21
value = 8
ignorehitpause = 1
[State 1600]
type = VarSet
trigger1 = root,animelemtime(9) >= 0
v = 21
value = 9
ignorehitpause = 1



[State 1600]
type = ChangeAnim
trigger1 = 1
value = root,anim
elem = var(21)
ignorehitpause = 1


[State 1600, NotHitBy]
type	= NotHitBy
trigger1= 1
value	= ,AT
time	= 2
ignorehitpause = 1
[State 1600, NotHitBy]
type	= NotHitBy
trigger1= time <= 5
value	= SCA
time	= 1
ignorehitpause = 1
[State 1600, PlayerPush]
type	= PlayerPush
trigger1= IsHelper(1610)
value	= 0
ignorehitpause = 1
[State 1600, AssertSpecial]
type = AssertSpecial
trigger1= IsHelper(1610)
flag = invisible
flag2 = noShadow
ignorehitpause = 1
[State 1600, BindtoRoot]
type	= BindtoRoot
trigger1= IsHelper(1610)
ignorehitpause = 1
[State 1600, Turn]
type	= Turn
trigger1= IsHelper(1610)
trigger1= Facing != Root,Facing
ignorehitpause = 1
[State 1600, HitOverRide]
type = HitOverRide
trigger1= IsHelper(1610)
time = -1
attr = SCA,AA,AP
slot = 0
stateno	= 1610
ignorehitpause = 1
[State 1600, ChangeAnim]
type = ChangeAnim
trigger1= IsHelper(1610)
trigger1= Anim != Root,Anim
value = Root,Anim
ignorehitpause = 1






[State 1600, ステート変更]
type = destroyself
trigger1 = (root,animelemtime(4) >= 0) && var(49) = 0
trigger2 = (root,movecontact) || (root,MoveReversed)
trigger3 = root,stateno != 1600
trigger4 = !Root,Alive
trigger5 = RoundState > 2
trigger6 = (root,animelemtime(5) >= 0) && var(49) = 1
ignorehitpause = 1







;---------------------------------------------------------------------------
;(やられ)-1
[Statedef 1640]
type    = A
movetype= H
physics = N
velset = 0,0

[State -1]
type = ChangeAnim2
trigger1 = 1
value = 1640

[State -1]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1641

;---------------------------------------------------------------------------
;(やられ)-2
[Statedef 1641]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = VelSet
trigger1 = time = 1
x = -0.5
y = 9.4

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.46

[State 2100]
type = ChangeAnim2
trigger1 = time = 1
value = 1641
elem = 1


[State 5100, 8]
type = GameMakeAnim
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = vel y > 0
trigger1 = pos y > 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
persistent = 0

[State 2100, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 5020
ctrl = 0


;---------------------------------------------------------------------------
;(やられ)-3
[Statedef 1642]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = PosSet
trigger1 = time = 1
y = 0

[State 5100, 8]
type = GameMakeAnim
trigger1 = time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
[State 5100, 10]
type = PlaySnd
trigger1 = time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2100]
type = VelSet
trigger1 = time = 1
x = -0.3
y = -7.3


[State 2100]
type = VelAdd
trigger1 = 1
y = 0.46

[State 2100]
type = ChangeAnim2
trigger1 = time = 1
value = 1642
[State 2100]
type = ChangeAnim2
trigger1 = vel y > -1
value = 1643
persistent = 0

[State 2100, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;白魔法
[Statedef 1650]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1650
sprpriority = 2
facep2 = 1


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 1651

[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
v = 21
value = 1
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(10) > 100 || random%2 = 0 && var(11) <= 100
v = 21
value = 2
[State 1500]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(10) > 100 && var(11) > 100
v = 21
value = 0



[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -1]
type = AttackDist
trigger1 = 1
value = 0



[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
triggerall = var(21) = 0
trigger1 = floor(var(34)/10000) = 0
value = 1651,0+random%2
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
triggerall = var(21) = 1
trigger1 = floor(var(34)/10000) = 0
value = 1651,4+random%2
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
triggerall = var(21) = 2
trigger1 = floor(var(34)/10000) = 0
value = 1651,2+random%2
channel = 0
ignorehitpause = 1


[State 1500]
type = PlaySnd
trigger1 = animelem = 2
value = 1650, 0
channel = -1
[State 1500]
type = PlaySnd
trigger1 = animelem = 6
value = 1650, 1+var(21)
channel = -1
[State 1500]
type = LifeAdd
trigger1 = var(21) = 0
trigger1 = animelem = 6
value = (80+70*(var(49) = 1))

[State -1]
type = Explod
trigger1 = animelem = 6
trigger1 = var(21) = 0
anim = 1585
ID = 1585
pos = -20, -80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1
[State 1600]
type = PalFX
trigger1 = animelem = 6
trigger1 = var(21) = 0
time = 25
add = 0,0,128
mul = 256,256,256
sinadd = 0,0,256,50



[State 1600]
type = VarSet
trigger1 = var(21) = 1
trigger1 = animtime = 0
v = 10
value = 650
[State 1600]
type = Helper
trigger1 = var(21) = 1
trigger1 = animelem = 6
helpertype = normal
name = "pro"
ID = 1680
pos = 0, -60
postype = p1
facing = 1
stateno = 1680
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
persistent = 0
ignorehitpause = 1
[State 1600]
type = PalFX
trigger1 = animelem = 8
trigger1 = var(21) = [1,2]
time = 50
add = 0,0,54
mul = 256,256,256
sinadd = 0,0,108,100





[State -1]
type = Explod
trigger1 = animelem = 8
trigger1 = var(21) = 1
anim = 1681
ID = 1681
pos = -10, (-70+random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (-2+random%2),(-3+random%3)
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1
[State -1]
type = Explod
trigger1 = animelem = 8
trigger1 = var(21) = 1
anim = 1681
ID = 1681
pos = -10, (-70+random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (-2+random%2),(-3+random%3)
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1
[State -1]
type = Explod
trigger1 = animelem = 8
trigger1 = var(21) = 1
anim = 1681
ID = 1681
pos = -10, (-70+random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (-2+random%2),(-3+random%3)
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1


[State -1]
type = Explod
trigger1 = animelem = 8
trigger1 = var(21) = 1
anim = 1681
ID = 1681
pos = 10, (-70+random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (2-random%2),(-3+random%3)
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1
[State -1]
type = Explod
trigger1 = animelem = 8
trigger1 = var(21) = 1
anim = 1681
ID = 1681
pos = 10, (-70+random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (2-random%2),(-3+random%3)
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1
[State -1]
type = Explod
trigger1 = animelem = 8
trigger1 = var(21) = 1
anim = 1681
ID = 1681
pos = 10, (-70+random%40)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = (2-random%2),(-3+random%3)
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1



[State -1]
type = Explod
trigger1 = animelem = 6
trigger1 = var(21) = 2
anim = 1685
ID = 1685
pos = -5, -50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
removetime = 60
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1
removeonthehit = 1

[State -1]
type = Explod
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(8) < 0
trigger1 = time%2 = 0
trigger1 = var(21) = 2
anim = 1684
ID = 1684
pos = (-35+random%70), (-100+random%80)
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal=1
removeonthehit = 1



[State 1500]
type = VarSet
trigger1 = var(21) = 2
trigger1 = animelemtime(7) = 30
v = 11
value = (650+150*(var(49) =1))




[State 1500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







;---------------------------------------------------------------------------
;プロテス-1
[Statedef 1680]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1680
sprpriority = 4

[State 1600]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1600]
type = VarSet
trigger1 = time = 1
fv = 5
value = 0.1
[State 1600]
type = VarAdd
trigger1 = 1
fv = 5
value = 0.04
[State 1600]
type = VarSet
trigger1 = fvar(5) > 2
fv = 5
value = 2

[State 1600]
type = VarAdd
trigger1 = fvar(5) >= 2
fv = 6
value = 20

[State 1600]
type = AngleDraw
trigger1 = 1
scale = fvar(5),2

[State 1600]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(256-fvar(6)), 256


[State 1600, ステート変更]
type = destroyself
trigger1 = fvar(6) >= 255




;---------------------------------------------------------------------------
;拳術
[Statedef 1700]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1700
sprpriority = 2
facep2 = 1







[State 1700]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))



[State 1700]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 10
value = 0
[State 1700]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "hold_a"
v = 10
value = 0
[State 1700]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "hold_b"
v = 10
value = 1
[State 1700]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "hold_c"
v = 10
value = 2



[State 1700]
type = ChangeAnim
trigger1 = time = 1
value = (1700+var(21)+3*(var(49)=1))
[State 1700]
type = VarSet
trigger1 = time = 1
trigger1 = (enemynear,stateno != [120,149]) && (p2movetype = H)
trigger1 = var(21) = 2
v = 21
value = 3


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 1700]
type = PlaySnd
trigger1 = animelem = 4
value = 1700, 0
channel = -1
[State 1700]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = var(21) != [2,3]
value = 1700, 1
channel = -1


[State 1700]
type = Helper
trigger1 = animelem = 5
trigger1 = var(21) = 0
helpertype = normal
name = "hadou"
ID = 1731
pos = (30+var(10)*45), -60
postype = p1
facing = 1
stateno = 1731
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
triggerall = var(21) = 0
trigger1 = floor(var(34)/10000) = 0
value = 1701,0+random%2
channel = 0
ignorehitpause = 1


[State 1700]
type = Helper
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(6) < 15
trigger1 = time%2 = 0
trigger1 = var(21) = 1
helpertype = normal
name = "retsu"
ID = (1732+ceil((time-9)/2))
pos = (10+20*(time-9)), 10
postype = p1
facing = 1
stateno = 1730
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 0.25
[State 1700]
type = PlaySnd
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(6) < 15
trigger1 = time%4 = 0
trigger1 = var(21) = 1
value = 1700, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
triggerall = var(21) = 1
trigger1 = floor(var(34)/10000) = 0
value = 1701,2+random%2
channel = 0
ignorehitpause = 1






[State 1700, ヒット定義]
type = HitDef
trigger1 = var(21) = 2
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = p2statetype != A && p2bodydist x <= 20
attr = S, SA
damage = 0,0
animtype = hard
guardflag = A
hitflag = MF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 30
ground.velocity = -3
airguard.velocity = -3,-3
air.type = low
air.velocity = -3,-3
air.hittime = 15
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
[State 1700, ヒット定義]
type = HitDef
trigger1 = var(21) = [2,3]
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = p2statetype = A || p2bodydist x > 20 || var(21) = 3
attr = S, SA
damage = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 30
ground.velocity = -3
airguard.velocity = -3,-3
air.type = low
air.velocity = -3,-3
air.hittime = 15
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0




[State 1700, ヒット定義]
type = HitDef
trigger1 = var(21) = 2
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = p2statetype != A && p2bodydist x <= 20
trigger1 = var(49) = 1
attr = S, SA
damage = 0,0
animtype = hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 30
ground.velocity = -3
airguard.velocity = -3,-3
air.type = low
air.velocity = -3,-3
air.hittime = 15
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
[State 1700, ヒット定義]
type = HitDef
trigger1 = var(21) = [2,3]
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = p2statetype = A || p2bodydist x > 20 || var(21) = 3
trigger1 = var(49) = 1
attr = S, SA
damage = 0,0
animtype = hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 30
ground.velocity = -3
airguard.velocity = -3,-3
air.type = low
air.velocity = -3,-3
air.hittime = 15
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0



[State 1700]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = var(21) = [2,3]
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = 1710
persistent = 0


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
triggerall = var(21) = [2,3]
trigger1 = floor(var(34)/10000) = 0
value = 1701,4+random%2
channel = 0
ignorehitpause = 1


[State 1700]
type = Helper
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = var(21) = [2,3]
trigger1 = numhelper(1412) = 0
helpertype = normal
name = "senkoku"
ID = 1412
pos = 0, 0
postype = p2
facing = 1
stateno = (1412+1400*(var(49) = 1))
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.3
size.yscale = 0.3
persistent = 0



[State -1]
type = Explod
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = var(21) = [2,3]
trigger1 = numexplod(1732) = 0
anim = 1732
ID = 1732
pos = -5, -50
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0
[State 1700]
type = Explod
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = var(21) = [2,3]
anim = 3506
ID = 3506
pos = 0, -30
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1.6, 1.2
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0
[State 1700]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = var(21) = [2,3]
value = 1700, 4
channel = -1
persistent = 0





[State -1]
type = AttackDist
trigger1 = (var(21) != [2,3]) || p2statetype != A && p2bodydist x <= 20
value = 0
[State -1]
type = AttackDist
trigger1 = var(21) = [2,3]
trigger1 = p2statetype = A || p2bodydist x > 20 || var(21) = 3
value = 100



[State 1700, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;秘孔拳-相手1
[Statedef 1710]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1700]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 1700]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1700]
type = PosSet
trigger1 = 1
y = 0

[State 1700]
type = ChangeAnim
trigger1 = time = 1
value = 5002;1101

[State 1700, ステート変更]
type = ChangeState
trigger1 = time > 20
value = 1711
ctrl = 0


;---------------------------------------------------------------------------
;秘孔拳-相手2
[Statedef 1711]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 1700]
type = NotHitBy
trigger1 = time >= 25
value = SCA
time = 1
ignorehitpause = 1


[State 1700]
type = PosSet
trigger1 = 1
y = 0

[State 1700]
type = ChangeAnim2
trigger1 = time = 1
value = 1107

[State 1700]
type = SelfState
trigger1 = animtime >= 0
trigger1 = time >= 25
value = 5110
ctrl = 0



;---------------------------------------------------------------------------
;地烈斬
[Statedef 1730]
type     = C
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1730
sprpriority = 4

[State 1700]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 1700, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 0
attr = C, SP
damage = (11+floor(55*(root,fvar(1)))),7
animtype = hard
guardflag = L
hitflag = M
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -15
hitsound = s12, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 25
ground.velocity = -1.1,(-3.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.velocity = -3.2
airguard.velocity = -1.8,-3.0
air.type = low
air.velocity = -2.6,(-3.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1

[State 1700, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 1
attr = C, SP
damage = (11+floor(55*(root,fvar(1)))),7
animtype = hard
guardflag = L
hitflag = MA
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -15
hitsound = s12, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 25
ground.velocity = -1.1,(-3.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.velocity = -3.2
airguard.velocity = -1.8,-3.0
air.type = low
air.velocity = -2.6,(-3.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.92)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.93
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.99
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
trigger1 = animelemtime(4) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(4) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State 1700, ステート変更]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;波動撃
[Statedef 1731]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1731
sprpriority = 4

[State 1700]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1700]
type = EnvShake
trigger1 = time = 1
time = 6
freq = 60
ampl = -4
phase = 0

[State 1700, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && ((animelemtime(3) < 0 && var(49) = 0)||(animelemtime(4) < 0 && var(49) = 1))
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = (17+floor(83*(root,fvar(1)))),10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -1
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -3.6
guard.velocity = -3.2
airguard.velocity = -3.8,-3.0
air.type = High
air.velocity = -2.3,(-5.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*7)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
air.fall = 1
kill = (root,var(28))
sprpriority = 1
[State 1700, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && ((animelemtime(3) < 0 && var(49) = 0)||(animelemtime(4) < 0 && var(49) = 1))
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = (17+floor(83*(root,fvar(1)))),10
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -1
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = -3.6
guard.velocity = -3.2
airguard.velocity = -3.8,-3.0
air.type = High
air.velocity = -2.3,(-5.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*7)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
air.fall = 1
kill = (root,var(28))
sprpriority = 1


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.92)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.93
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.99
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(3) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State 1700, ステート変更]
type = destroyself
trigger1 = animtime = 0





;---------------------------------------------------------------------------
;黒魔法
[Statedef 1750]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1750
sprpriority = 2
facep2 = 1


[State 1700]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))

[State 1700]
type = ChangeAnim
trigger1 = time = 1
value = (1750+var(21)+5*(var(49)=1))


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 1500]
type = PlaySnd
trigger1 = animelem = 2
value = 1650, 0
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1751,1+(var(21)*2)
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
trigger1 = random%2 = 0
trigger1 = (var(34) := (var(34)+1000000+1500000*(var(21) = 2))) || 1
value = 1751,0+(var(21)*2)
channel = 0
ignorehitpause = 1


[State 1700]
type = Helper
trigger1 = animelem = 6
trigger1 = var(21) = 0
helpertype = normal
name = "sanda"
ID = 1760
pos = 70, 0
postype = p2
facing = -1
stateno = 1760
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 1700]
type = null;Helper
trigger1 = animelemtime(6) = 3
trigger1 = var(21) = 0
trigger1 = var(49) = 1
helpertype = normal
name = "sanda"
ID = 1760
pos = 70, 0
postype = p2
facing = -1
stateno = 1760
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 1700]
type = null;Helper
trigger1 = animelem = 7
trigger1 = var(21) = 0
trigger1 = var(49) = 1
helpertype = normal
name = "sanda"
ID = 1760
pos = 70, 0
postype = p2
facing = -1
stateno = 1760
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[State 1700]
type = Helper
trigger1 = animelem = 7
trigger1 = var(21) = 1
trigger1 = numhelper(1761) = 0
helpertype = normal
name = "poizon"
ID = 1761
pos = 0, 0
postype = p1
facing = 1
stateno = 1761
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 1700]
type = Helper
trigger1 = animelem = 7
trigger1 = var(21) = 2
trigger1 = numhelper(1762) = 0
helpertype = normal
name = "kaeru"
ID = 1762
pos = -30, -60
postype = p1
facing = 1
stateno = 1762
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State 1700, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;サンダー
[Statedef 1760]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1760
sprpriority = 4

[State 1700]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1700]
type = PosSet
trigger1 = 1
y = -180

[State 1700]
type = Explod
trigger1 = animelem = 2
anim = 1408
ID = 1408
pos = 70, 185
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1
sprpriority = 5
ownpal = 1

[State 1700]
type = EnvShake
trigger1 = animelem = 2
time = 6
freq = 60
ampl = -4
phase = 0

[State 1700]
type = PalFX
trigger1 = 1
time = 1
add = 10,10,140
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1
[State 1700]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1700]
type = PlaySnd
trigger1 = animelem = 2
value = 1750, 0
channel = -1


[State 1700, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = (5+floor(45*(root,fvar(1)))),5
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(130+enemynear,pos y)
hitsound = s1750, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 26
ground.velocity = -1.1,(-3.8-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
guard.velocity = -1.6
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -1.1,(-3.8-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1
[State 1700, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = (5+floor(45*(root,fvar(1)))),5
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(130+enemynear,pos y)
hitsound = s1750, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 26
ground.velocity = -1.1,(-3.8-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
guard.velocity = -1.6
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -1.1,(-3.8-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*4)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*(0.6+0.1*(root,var(49)=1)))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*(0.95+0.02*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.99
persistent = 0
ignorehitpause = 1




[State 1700]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1770
persistent = 0



[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = prevstateno != 1760
v = 21
value = 1
[State -1]
type = VarAdd
trigger1 = time = 1
v = 21
value = 1
[State 1700]
type = PosSet
trigger1 = prevstateno = 1760
trigger1 = time = 1 && (root,var(49) = 1)
x = (enemynear,pos x)+70*(enemynear,facing)
[State -1]
type = ChangeState
triggerall = root,var(49) = 1
triggerall = var(21) < 3
trigger1 = animelemtime(16) >= 0
value = 1760


[State 1700]
type = TargetDrop
trigger1 = numtarget > 0
trigger1 = target,statetype = L


;AI記述
[State -1]
type = ParentVarSet
trigger1 = root,var(49) = 1
trigger1 = root,var(59) > 0
trigger1 = movehit
trigger1 = (root,ctrl = 1) || (root,stateno = [100,101])
trigger1 = root,statetype != A
trigger1 = var(21) >= 3
v = 58
value = 18


[State 1700, ステート変更]
type = destroyself
trigger1 = numtarget = 0
trigger1 = numexplod(1408) = 0
trigger1 = animelemtime(16) >= 0



;---------------------------------------------------------------------------
;ポイズン
[Statedef 1761]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1761
sprpriority = -1

[State 1700]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1700]
type = PosSet
trigger1 = 1
y = 0


[State 1700]
type = PlaySnd
triggerall = animelemtime(23) < 0
trigger1 = time%50 = 0
value = 1750, 3
channel = -1
ignorehitpause = 1


[State 1700]
type = VarSet
trigger1 = time = 1
v = 20
value = 0
[State 1700]
type = VarAdd
trigger1 = (root,movetype = H) && (root,stateno != [120,155]) 
trigger2 = var(20) > 0
v = 20
value = 1
[State -1]
type = StateTypeSet
triggerall = root,var(49) = 0
trigger1 = var(20) > 5
movetype = I


[State 1700, ヒット定義]
type = HitDef
triggerall = animelemtime(2) >= 0 && animelemtime(21) < 0
triggerall = root,var(49) = 0
trigger1 = !movecontact && !MoveReversed
trigger2 = movecontact > 6 || MoveReversed > 6
attr = S, SP
damage = 3,0
animtype = hard
guardflag = MA
hitflag = M
priority = 1, Hit
pausetime = 1, 1
guard.sparkno = -1;s7010
sparkno = -1;s7032
sparkxy = -10, -40
hitsound = -1;s1750, 2
guardsound = -1;s7, 3
ground.type = low
ground.slidetime = (10+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*5)
ground.hittime  = (10+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*5)
guard.ctrltime = 20
ground.velocity = -0.2,0
guard.velocity = -0.2
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -1.1,-2
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 0
kill = (root,var(28))
sprpriority = 0
palfx.time = 15
palfx.add = 90,256,90
palfx.mul = 56,56,56
[State 1700, ヒット定義]
type = HitDef
triggerall = animelemtime(2) >= 0 && animelemtime(21) < 0
triggerall = root,var(49) = 1
trigger1 = !movecontact && !MoveReversed
trigger2 = movecontact > 6 || MoveReversed > 6
attr = S, SP
damage = 3,0
animtype = hard
guardflag = MA
hitflag = MA
priority = 1, Hit
pausetime = 1, 1
guard.sparkno = -1;s7010
sparkno = -1;s7032
sparkxy = -10, -40
hitsound = -1;s1750, 2
guardsound = -1;s7, 3
ground.type = low
ground.slidetime = (10+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*5)
ground.hittime  = (10+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*5)
guard.ctrltime = 20
ground.velocity = -0.2,0
guard.velocity = -0.2
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -1.1,-2
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 0
kill = (root,var(28))
sprpriority = 0
palfx.time = 15
palfx.add = 90,256,90
palfx.mul = 56,56,56



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*(0.75+0.05*(root,var(49)=1)))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*(0.8+0.1*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*(0.98+0.01*(root,var(49)=1))
persistent = 0
ignorehitpause = 1



[State -1]
type = AttackDist
trigger1 = animelemtime(21) < 0
value = 230
[State -1]
type = AttackDist
trigger1 = animelemtime(21) >= 0
value = 0





[State 1700, ステート変更]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;トード1
[Statedef 1762]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1762
sprpriority = 4

[State 1700]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1700]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1700]
type = VelSet
trigger1 = 1
x = 4
y = 0


[State 1700]
type = PlaySnd
trigger1 = time = 1
value = 1750, 4
channel = -1
ignorehitpause = 1




[State 1700, ヒット定義]
type = HitDef
triggerall = animelemtime(2) >= 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.sparkno = s7010
sparkno = -1;s7032
sparkxy = -10, 0
hitsound = -1;s1750, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -0.2,0
guard.velocity = -0.2
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -1.1,-2
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 0
kill = 0


[State 1700]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
value = 1780
persistent = 0
[State 1700]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,stateno = [1780,1799]
trigger1 = movehit
value = 1763
ctrl = 0
persistent = 0


[State 1700]
type = destroyself
trigger1 = frontedgebodydist < -90 || moveguarded





;---------------------------------------------------------------------------
;トード2
[Statedef 1763]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 0
sprpriority = 4
velset = 0,0

[State 1700]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1700]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 1700]
type = VarSet
trigger1 = time = 0
v = 20
value = 300
[State 1700]
type = VarAdd
trigger1 = 1
v = 20
value = -1


[State 1700]
type = TargetState
trigger1 = numtarget > 0
trigger1 = target,stateno != [1780,1799]
value = 1795
[State 1700]
type = TargetState
trigger1 = var(20) <= 0
trigger1 = numtarget > 0
trigger1 = target,stateno = 1780
value = 1789




[State 1700]
type = Explod
trigger1 = time = 1
anim = 5155
ID = 5155
pos = 0, 0
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1
[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1789
trigger1 = target,time = 5
anim = 5155
ID = 5155
pos = 0, 0
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1


[State 1700]
type = PlaySnd
trigger1 = time = 1
value = 1780, 0
channel = -1
[State 1700]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,stateno = 1789
trigger1 = target,time = 5
value = 1780, 0
channel = -1











[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1780
trigger1 = target,SelfAnimExist(9030) = 0
trigger1 = numexplod(9030) = 0
anim = 9030
ID = 9030
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1785
trigger1 = target,SelfAnimExist(9030) = 0
trigger1 = numexplod(9030) = 0
anim = 9030
ID = 9030
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1781
trigger1 = target,SelfAnimExist(9030) = 0
trigger1 = numexplod(9030) = 0
anim = 9030
ID = 9030
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1783
trigger1 = target,SelfAnimExist(9030) = 0
trigger1 = numexplod(9030) = 0
anim = 9030
ID = 9030
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = RemoveExplod
triggerall = numexplod(9030) > 0
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = (target,stateno != 1780)&&(target,stateno != 1785)&&(target,stateno != 1781)&&(target,stateno != 1783)
trigger3 = numtarget > 0
trigger3 = (target,SelfAnimExist(9030) > 0)
ID = 9030











[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1782
trigger1 = target,SelfAnimExist(9032) = 0
trigger1 = numexplod(9032) = 0
anim = 9032
ID = 9032
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1787
trigger1 = target,SelfAnimExist(9032) = 0
trigger1 = numexplod(9032) = 0
anim = 9032
ID = 9032
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = RemoveExplod
triggerall = numexplod(9032) > 0
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = (target,stateno != 1782)&&(target,stateno != 1787)
trigger3 = numtarget > 0
trigger3 = target,SelfAnimExist(9032) > 0
ID = 9032












[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1784
trigger1 = target,SelfAnimExist(9034) = 0
trigger1 = numexplod(9034) = 0
trigger1 = target,sysvar(1) = 1
anim = 9034
ID = 9034
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = RemoveExplod
triggerall = numexplod(9034) > 0
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = target,stateno != 1784
trigger3 = numtarget > 0
trigger3 = (target,SelfAnimExist(9034) > 0) || (target,sysvar(1) != 1)
ID = 9034
[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1784
trigger1 = target,SelfAnimExist(9035) = 0
trigger1 = numexplod(9035) = 0
trigger1 = target,sysvar(1) = -1
anim = 9035
ID = 9035
pos = 1, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = RemoveExplod
triggerall = numexplod(9035) > 0
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = target,stateno != 1784
trigger3 = numtarget > 0
trigger3 = (target,SelfAnimExist(9035) > 0) || (target,sysvar(1) != -1)
ID = 9035






[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1786
trigger1 = target,SelfAnimExist(9036) = 0
trigger1 = numexplod(9036) = 0
trigger1 = target,vel x >= 0
anim = 9036
ID = 9036
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = RemoveExplod
triggerall = numexplod(9036) > 0
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = target,stateno != 1786
trigger3 = numtarget > 0
trigger3 = target,SelfAnimExist(9036) > 0
ID = 9036



[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1786
trigger1 = target,SelfAnimExist(9037) = 0
trigger1 = numexplod(9037) = 0
trigger1 = target,vel x < 0
anim = 9037
ID = 9037
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = RemoveExplod
triggerall = numexplod(9037) > 0
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = target,stateno != 1786
trigger3 = numtarget > 0
trigger3 = target,SelfAnimExist(9037) > 0
ID = 9037










[State 1700]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,stateno = 1795
trigger1 = target,SelfAnimExist(9040) = 0
trigger1 = numexplod(9040) = 0
anim = 9040
ID = 9040
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 2
ownpal = 1
shadow = -1
[State 1700]
type = RemoveExplod
triggerall = numexplod(9040) > 0
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = target,stateno != 1795
trigger3 = numtarget > 0
trigger3 = target,SelfAnimExist(9040) > 0
ID = 9040





[State 1700, ステート変更]
type = destroyself
trigger1 = var(20) <= 0
trigger1 = numtarget = 0
;---------------------------------------------------------------------------
;相手側のサンダーモーション１
[Statedef 1770]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State -1]
Type = NotHitBy
Trigger1 = time < 5
Value = SAC
Time = 1


[State 1770, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7696)
trigger1 = anim != 7696
trigger1 = anim != 9010
value = 7696
[State 1770, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(9010)
trigger1 = anim != 7696
trigger1 = anim != 9010
value = 9010
[State 1770, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = anim != 9010
trigger1 = anim != 7696
trigger1 = anim != 5012
value = 5012

[State 1700]
type = PalFX
trigger1 = anim = 5012
time = 15
add = 0,0,-120
mul = 156,156,156
invertall = 0
color = 256
ignorehitpause = 1

[State 1770]
type = SelfState
trigger1 = time > 30
value = 5030
ctrl = 0





;---------------------------------------------------------------------------
;sabaki Stand
[Statedef 1780]
type = S
movetype = H
physics = S
sprpriority = 0
ctrl = 0
facep2 = 1

[State 1780]
type = ChangeAnim2
trigger1 = time = 1
value = 9030
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9030)
value = 9030
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9030)
flag = invisible

[State 0, 2]
type = VelSet
trigger1 = time = 1
y = 0
[State 0, 2]
type = PosSet
trigger1 = time = 1
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0


[State 1780]
type = Turn
trigger1 = p2dist x < 0

[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1



[state 1780]
type = Changestate
trigger1 = command = "holdup"
value = 1785
ctrl = 0
[state 1780]
type = Changestate
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 1784
ctrl = 0
[state 1780]
type = Changestate
trigger1 = command = "holddown"
value = 1781
ctrl = 0

;---------------------------------------------------------------------------
;sabaki Stand to Crouch
[Statedef 1781]
type    = C
movetype = H
physics = C
sprpriority = 0
ctrl = 0
facep2 = 1


[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
[state 1780]
type = Changestate
trigger1 = command = "holdup"
value = 1785
ctrl = 0

[State 1780]
type = Turn
trigger1 = p2dist x < 0



[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9033)
value = 9033
[State 1780]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = !SelfAnimExist(9033)
value = 9030
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9030)
trigger1 = !SelfAnimExist(9033)
value = 9030
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9030)
trigger1 = !SelfAnimExist(9033)
flag = invisible


[State 10, 1]
type = VelMul
trigger1 = time = 1
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time >= 3 && (!SelfAnimExist(9033))
value = 1782

;---------------------------------------------------------------------------
;sabaki Crouching
[Statedef 1782]
type    = C
movetype = H
physics = C
sprpriority = 0
ctrl = 0
facep2 = 1


[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
[state 1780]
type = Changestate
trigger1 = command = "holdup"
value = 1785
ctrl = 0
[state 1780]
type = Changestate
trigger1 = command != "holddown"
value = 1783
ctrl = 0

[State 1780]
type = Turn
trigger1 = p2dist x < 0

[State 1780]
type = ChangeAnim2
trigger1 = time = 1
value = 9032
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9032)
value = 9032
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9032)
flag = invisible


;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 1783]
type    = S
movetype = H
physics = S
sprpriority = 0
ctrl = 0
facep2 = 1


[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
[state 1780]
type = Changestate
trigger1 = command = "holdup"
value = 1785
ctrl = 0

[State 1780]
type = Turn
trigger1 = p2dist x < 0

[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9031)
value = 9031
[State 1780]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = !SelfAnimExist(9031)
value = 9030
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9030)
trigger1 = !SelfAnimExist(9031)
value = 9030
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9030)
trigger1 = !SelfAnimExist(9031)
flag = invisible



[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time >= 3 && (!SelfAnimExist(9031))
value = 1780
ctrl = 0
;---------------------------------------------------------------------------
;sabaki Walk
[Statedef 1784]
type    = S
movetype = H
physics = S
sprpriority = 0
ctrl = 0
facep2 = 1

[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
[state 1780]
type = Changestate
trigger1 = command = "holdup"
value = 1785
ctrl = 0
[state 1780]
type = Changestate
trigger1 = command = "holddown"
value = 1781
ctrl = 0



[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1


[State 20, 1]
type = VelSet
trigger1 = sysvar(1) = 1
x = 1.5

[State 20, 2]
type = VelSet
trigger1 = sysvar(1) = -1
x = -1.5


[State 1780]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = sysvar(1) = 1
value = 9034
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9034)
trigger1 = sysvar(1) = 1
value = 9034
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9034)
trigger1 = sysvar(1) = 1
flag = invisible



[State 1780]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = sysvar(1) = -1
value = 9035
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9035)
trigger1 = sysvar(1) = -1
value = 9035
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9035)
trigger1 = sysvar(1) = -1
flag = invisible


[State 12, 1]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = p2dist x < 0
value = 1780
;---------------------------------------------------------------------------
;sabaki Jump Start
[Statedef 1785]
type    = S
movetype = H
physics = N
ctrl = 0
sprpriority = 1
facep2 = 1

[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1780]
type = ChangeAnim2
trigger1 = time = 1
value = 9030
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9030)
value = 9030
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9030)
flag = invisible

[State 40, 1]
type = VarSet
trigger1 = time = 1
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger2 = time >= 3 && (!SelfAnimExist(9031))
x = ifelse(sysvar(1)=0, 0, ifelse(sysvar(1)=1, 1, -1))
y = -4



[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time >= 3 && (!SelfAnimExist(9031))
value = 1786
ctrl = 0


;---------------------------------------------------------------------------
;sabaki Jump Up
[Statedef 1786]
type    = A
movetype = H
physics = N


[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 50, 1]
type = VarSet
trigger1 = time = 1
sysvar(1) = 0

[State 1780]
type = ChangeAnim2
trigger1 = time = 1
value = 9036
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9036)
value = 9036
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9036)
trigger1 = anim = 9036
flag = invisible



[State 1780]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = vel x < 0
value = 9037
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9037)
trigger1 = vel x < 0
value = 9037
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9037)
trigger1 = anim = 9037
trigger1 = vel x < 0
flag = invisible






[State 1780]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = vel y > 0
trigger1 = vel x >= 0
value = 9038
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9038)
trigger1 = vel y > 0
trigger1 = vel x >= 0
value = 9038
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9038)
trigger1 = anim = 9038
trigger1 = vel y > 0
trigger1 = vel x >= 0
flag = invisible







[State 1780]
type = ChangeAnim2
trigger1 = time = 1
trigger1 = vel y > 0
trigger1 = vel x < 0
value = 9039
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9039)
trigger1 = vel y > 0
trigger1 = vel x < 0
value = 9039
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9039)
trigger1 = anim = 9039
trigger1 = vel y > 0
trigger1 = vel x < 0
flag = invisible

[State 52, 1]
type = VelSet
trigger1 = time = 1
y = -5
[State 52, 1]
type = VelAdd
trigger1 = 1
y = 0.3


[State 40, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 1787
ctrl = 0




;---------------------------------------------------------------------------
;sabaki Jump Land
[Statedef 1787]
type    = S
movetype = H
physics = S
ctrl = 0
facep2 = 1


[State 1780]
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1795
time = 1
[State 1780]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1780]
type = ChangeAnim2
trigger1 = time = 1
value = 9032
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9032)
value = 9032
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9032)
trigger1 = anim = 9032
flag = invisible





[State 52, 1]
type = VelSet
trigger1 = time = 1
y = 0

[State 52, 2]
type = PosSet
trigger1 = time = 1
y = 0



[State 52, 4]
type = ChangeState
trigger1 = AnimTime >= 0
trigger2 = time >= 3 && (!SelfAnimExist(9032))
value = 1780
ctrl = 0



;---------------------------------------------------------------------------
;sabaki end
[Statedef 1789]
type    = S
movetype = H
physics = S
ctrl = 0
velset = 0,0
facep2 = 1


[State 1780]
type = ChangeAnim2
trigger1 = time = 1
value = 9030
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9030)
value = 9030
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9030)
flag = invisible


[State 1780]
type = ChangeAnim
trigger1 = time = [10,28]
value = (!alive)*5110


[State 1780]
type = PlayerPush
trigger1 = time >= 10
value = 0


[state 1780]
type = posset
trigger1 = time = 1
y = 0


[state 1780]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1780]
type = Selfstate
trigger1 = time >= 28
value = (!alive)*5150
ctrl = 1


;---------------------------------------------------------------------------
;sabaki kurai
[Statedef 1795]
type    = A
movetype = H
physics = N
ctrl = 0


[state 1780]
type = Changestate
trigger1 = time = 1
trigger1 = (!alive) || (gethitvar(damage) >= life)
value = 1789

[State 1780]
type = ChangeAnim2
trigger1 = time = 1
value = 9040
[State 1780]
type = ChangeAnim
trigger1 = time = 1
trigger1 = SelfAnimExist(9040)
value = 9040
[State 1780]
type = AssertSpecial
trigger1 = !SelfAnimExist(9040)
flag = invisible


[state 20000]
type = HitfallSet
trigger1 = time=0
value = 0

[state 20000]
type = PosFreeze
trigger1 = time=0
value = 1
ignorehitpause=1

[state 20000]
type = velset
trigger1 = time = 1
x = -2.0
y = -6.0
ignorehitpause=0

[state 1700]
type = veladd
trigger1 = 1
y = .4
ignorehitpause=0

[State 0, 2]
type = PlayerPush
trigger1 = 1
value = 0

[state 1700]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1700]
type = Changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 1780
ctrl = 0












;---------------------------------------------------------------------------
;時魔法
[Statedef 1800]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1800
sprpriority = 2
facep2 = 1


[State 1800]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))



[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 1800]
type = PlaySnd
trigger1 = animelem = 2
value = 1650, 0
channel = -1


[State 1800]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = var(21) = 0
value = 1800, 2
channel = -1
[State 1800]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(21) = 1
value = 1800, 3
channel = -1


[State 1800]
type = VarSet
trigger1 = animelem = 8
trigger1 = var(21) = 0
v = 10
value = 400


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1801,0+(var(21)*2)
channel = 0
ignorehitpause = 1


[State 1800]
type = Helper
trigger1 = animelemtime(6) = 0
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -30, -70
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(6) = 2
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -20, -55
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(6) = 4
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -10, -45
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 2
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 0, -40
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 4
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 9, -43
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 6
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 16, -50
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 8
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 21, -65
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 10
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 15, -70
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 12
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 5, -78
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 14
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 0, -70
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5


[State 1800]
type = Helper
trigger1 = animelemtime(6) = 0
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 30, -70
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(6) = 2
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 20, -85
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(6) = 4
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 10, -95
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 2
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 0, -100
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 4
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -9, -97
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 6
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -16, -90
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 8
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -21, -75
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 10
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -15, -70
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 12
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = -5, -62
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 14
trigger1 = var(21) = 0
helpertype = normal
name = "heisuto"
ID = 1810
pos = 0, -70
postype = p1
facing = 1
stateno = 1810
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = animelem = 8
trigger1 = var(21) = 0
helpertype = normal
name = "haste2"
ID = 1811
pos = 0, -60
postype = p1
facing = 1
stateno = 1811
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 1800]
type = PalFX
trigger1 = animelem = 8
trigger1 = var(21) = 0
time = 25
add = 0,100,0
mul = 256,256,256
sinadd = 0,200,0,50










;ストップ
[State 1800]
type = Helper
trigger1 = animelemtime(6) = 0
trigger1 = var(21) = 1
trigger1 = var(11) = 0
helpertype = normal
name = "stop"
ID = 1842
pos = 15, -50;(-50+30*(p2statetype=L))
postype = p2
facing = -1
stateno = 1842
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1









;グラビデ
[State 1800]
type = VarSet
trigger1 = time = 1
v = 12
value = 0
[State 1800]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "hold_a"
trigger2 = var(59) > 0
trigger2 = p2bodydist x < 95
v = 12
value = 0
[State 1800]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "hold_b"
trigger2 = var(59) > 0
trigger2 = p2bodydist x = [95,145]
v = 12
value = 1
[State 1800]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "hold_c"
trigger2 = var(59) > 0
trigger2 = p2bodydist x > 145
v = 12
value = 2
[State 1800]
type = Helper
trigger1 = animelemtime(7) = 15
trigger1 = var(21) = 2
triggerall = numhelper(1845) = 0
helpertype = normal
name = "gra"
ID = 1845
pos = (50+var(12)*90), -50;(-50+30*(p2statetype=L))
postype = p1
facing = -1
stateno = 1845
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1




[State 1800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;ヘイストエフェクト1
[Statedef 1810]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1810
sprpriority = 4
facep2 = 1

[State 1800]
type = ChangeAnim
trigger1 = time = 1
value = (1810+random%12)

[State 1800]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(256-12*(time)), 256


[State 1800]
type = DestroySelf
trigger1 = time >= 20





;---------------------------------------------------------------------------
;ヘイストエフェクト2
[Statedef 1811]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 5125


[state 1800]
type = PalFX
trigger1 = 1
time = 2
add = 0,150,0
mul = 256,256,256


[state 1800]
type = VarAdd
trigger1 = 1
fv = 1
value = 0.2

[state 1800]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*18), 256

[state 1800]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[state 1800]
type = DestroySelf
trigger1 = time >= 18





;---------------------------------------------------------------------------
;ストップエフェクト1
[Statedef 1830]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1830
sprpriority = 4
facep2 = 1

[State 1800]
type = ChangeAnim
trigger1 = time = 1
value = (1830+random%12)

[State 1800]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(256-12*(time)), 256


[State 1800]
type = DestroySelf
trigger1 = time >= 20




;---------------------------------------------------------------------------
;ストップエフェクト2
[Statedef 1831]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 5125


[state 1800]
type = PalFX
trigger1 = 1
time = 2
add = 0,0,0
mul = 256,256,256
sinadd = 256,256,256,10
invertall = 0
color = 0
ignorehitpause = 1

[state 1800]
type = VarAdd
trigger1 = 1
fv = 1
value = 0.2

[state 1800]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*18), 256

[state 1800]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[state 1800]
type = DestroySelf
trigger1 = time >= 18




;---------------------------------------------------------------------------
;ストップ攻撃処理ヘルパー
[Statedef 1842]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1842
sprpriority = 4

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 1843


;背景効果処理
[State 1800]
type = VarSet
trigger1 = time = 1
v = 20
value = 0
[State 1800]
type = VarAdd
trigger1 = time >= 20
trigger1 = time <= 50
trigger1 = movetype != H
v = 20
value = 5
[State 1800]
type = VarSet
trigger1 = time <= 50
trigger1 = movetype != H
trigger1 = var(20) >= 256
v = 20
value = 256

[State 1800]
type = VarAdd
trigger1 = time > 50
trigger2 = movetype = H
triggerall = root,var(11) = 0
v = 20
value = -10
[State 1800]
type = VarSet
trigger1 = time > 50
trigger2 = movetype = H
triggerall = var(20) <= 0
v = 20
value = 0
[State 1800]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 256,256,256,10
invertall = 0
color = floor(256-var(20))
ignorehitpause = 1




[State 1800]
type = StateTypeSet
trigger1 = time < 40
trigger1 = (root,movetype = H)
trigger1 = root,var(49) = 0
statetype = A
movetype = H
physics = N
[State 1800]
type = StateTypeSet
trigger1 = time >= 40
trigger1 = movetype = I
statetype = A
movetype = A
physics = N




[State 1800]
type = Helper
trigger1 = time = 6
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = -15, -50
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 8
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = -5, -49
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 10
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 5, -47
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 12
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 15, -45
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 14
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 25, -42
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 16
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 35, -39
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 18
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 45, -30
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 20
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 35, -26
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 22
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 25, -23
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 24
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 15, -21
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5







[State 1800]
type = Helper
trigger1 = time = 6
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 45, 40
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 8
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 45, 39
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 10
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 25, 37
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 12
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 15, 35
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 14
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 5, 32
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 16
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = -5, 29
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 18
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = -15, 20
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 20
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = -5, 16
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 22
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 5, 13
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5
[State 1800]
type = Helper
trigger1 = time = 24
trigger1 = movetype != H
helpertype = normal
name = "stopef"
ID = 1830
pos = 15, 11
postype = p1
facing = 1
stateno = 1830
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5



[State 1800]
type = VarSet
trigger1 = p2statetype = L && (root,var(49) = 0)
v = 21
value = 10
[State 1800]
type = VarAdd
trigger1 = p2statetype != L
trigger1 = var(21) > 0
v = 21
value = -1
[State 1800]
type = AttackDist
trigger1 = time = 1
trigger1 = var(21) = 0
value = 0
[State 1800, ヒット定義]
type = HitDef
trigger1 = animelem = 2
trigger1 = var(21) = 0
attr = S, SP
damage = 0,0
animtype = hard
guardflag = 
hitflag = MAF
priority = 5, Hit
pausetime = 1, 1
guard.sparkno = -1;s7010
sparkno = -1;s7008+random%2
sparkxy = -10, 56
hitsound = -1;s8, 4
guardsound = -1;s7, 3
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.ctrltime = 5
ground.velocity = 0,0
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-3
air.hittime = 5
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recovertime = 1
fall = 0
kill = 0
[State 1800, ヒット定義]
type = HitDef
trigger1 = animelem = 2
trigger1 = var(21) >= 1
attr = S, SP
damage = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 1, 1
guard.sparkno = s7010
sparkno = -1;s7008+random%2
sparkxy = -10, 6
hitsound = -1;s8, 4
guardsound = s7, 3
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 15
ground.velocity = 0,0
guard.velocity = -4
airguard.velocity = -2,-3
air.type = High
air.velocity = 0,-3
air.hittime = 5
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recovertime = 1
fall = 0
kill = 0

[State 1800]
type = ParentVarAdd
trigger1 = movehit
v = 11
value = 150
persistent = 0



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.8)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.5
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1


[State 1800]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "stop2"
ID = 1831
pos = 15, 0
postype = p1
facing = 1
stateno = 1831
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
persistent = 0



[State 1800]
type = DestroySelf
trigger1 = time >= 50
trigger1 = numhelper(1830) = 0
trigger1 = var(20) <= 0
trigger1 = root,var(11) = 0



;---------------------------------------------------------------------------
;グラビデヘルパー1
[Statedef 1845]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1845
sprpriority = -1

[State 1800]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1800]
type = EnvShake
trigger1 = time = 10
time = 100
freq = 80
ampl = -2
phase = 0

[State 1800]
type = AttackDist
trigger1 = time <= 100
value = 50
[State 1800]
type = AttackDist
trigger1 = time > 100
value = 0


[State 1800]
type = VarSet
trigger1 = time = 1
fv = 20
value = 0
[State 1800]
type = VarAdd
trigger1 = time <= 20
fv = 20
value = 0.04
[State 1800]
type = VarAdd
trigger1 = time >= 100
fv = 20
value = -0.04
[State 1800]
type = VarSet
trigger1 = fvar(20) < 0
fv = 20
value = 0

[State 1800]
type = PlaySnd
trigger1 = time = 1
value = s1800, 0
channel = -1

[State 1800]
type = AngleDraw
trigger1 = 1
scale = fvar(20),fvar(20)
[State 1800]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256



[State -2]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "en"
ID = 1846
pos = 0, 0
postype = p1
facing = 1
stateno = 1846
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1



;押し合い
[State -2]
type = Helper
trigger1 = p2dist x <= -15
trigger1 = numhelper(1849) = 0
trigger1 = time > 10
trigger1 = time < 100
helpertype = normal
name = "gra"
ID = 1849
pos = -30, 0
postype = p2
facing = 1
stateno = 1849
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
[State -2]
type = Helper
trigger1 = p2dist x >= 15
trigger1 = numhelper(1848) = 0
trigger1 = time > 10
trigger1 = time < 100
helpertype = normal
name = "gra"
ID = 1848
pos = 30, 0
postype = p2
facing = -1
stateno = 1848
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1








[State 1700, ヒット定義]
type = HitDef
triggerall = time = [25,100]
trigger1 = !movecontact && !MoveReversed
trigger2 = movecontact > 6 || MoveReversed > 6
attr = S, SP
damage = 2,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
sparkno = s7031
guard.sparkno = s7010
sparkxy = -17+random%35, -10+random%25
hitsound = s12, 1
guardsound = s7, 3
ground.type = low
ground.slidetime = (16+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*8)
ground.hittime  = (16+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*8)
guard.ctrltime = 16
ground.velocity = -1.1,0
guard.velocity = -1.1
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -1.1,-2
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 0
kill = (root,var(28))
sprpriority = 0



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*(0.65+0.2*(root,var(49)=1)))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*(0.6+0.15*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*(0.8+0.15*(root,var(49)=1))
persistent = 0
ignorehitpause = 1







[State 1800]
type = DestroySelf
trigger1 = time >= 120
;---------------------------------------------------------------------------
;グラビデヘルパー2
[Statedef 1846]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1846
sprpriority = -2

[State 1800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1800]
type = VarSet
trigger1 = time = 1
fv = 20
value = 0
[State 1800]
type = VarAdd
trigger1 = time <= 10
fv = 20
value = 0.1
[State 1800]
type = VarAdd
trigger1 = time >= 110
fv = 20
value = -0.1
[State 1800]
type = VarSet
trigger1 = fvar(20) < 0
fv = 20
value = 0

[State 1800]
type = AngleDraw
trigger1 = 1
scale = fvar(20),fvar(20)
value = (time*10)
[State 1800]
type = Trans
trigger1 = 1
trans = sub;addalpha
;alpha = 256, 256



[State 1800]
type = DestroySelf
trigger1 = time >= 120



;---------------------------------------------------------------------------
;押し合い用ヘルパー1
[Statedef 1848]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 165


[State 1800]
type = VelSet
trigger1 = p2statetype != A
x = 2.0
[State 1800]
type = VelSet
trigger1 = p2statetype = A
x = 5.0

[State 1800]
type = null;Turn
trigger1 = enemynear,facing = facing
trigger1 = parent,p2dist x < 20
trigger2 = enemynear,facing != facing
trigger2 = parent,p2dist x > 20

[State 1800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1800]
type = PlayerPush
trigger1 = 1
value = 1


[State 1800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1800]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1800]
type = DestroySelf
trigger1 = p2dist x < -10; && (enmynear,vel x > 0) || p2dist x > 100 && (enmynear,vel x > 0)
trigger2 = parent,time >= 100
trigger3 = parent,p2dist x < 15
;---------------------------------------------------------------------------
;押し合い用ヘルパー2
[Statedef 1849]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 165


[State 1800]
type = VelSet
trigger1 = p2statetype != A
x = 2.0
[State 1800]
type = VelSet
trigger1 = p2statetype = A
x = 5.0

[State 1800]
type = null;Turn
trigger1 = enemynear,facing = facing
trigger1 = parent,p2dist x < 20
trigger2 = enemynear,facing != facing
trigger2 = parent,p2dist x > 20

[State 1800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1800]
type = PlayerPush
trigger1 = 1
value = 1


[State 1800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1800]
type = NotHitBy
trigger1 = 1
value = SCA



[State 1800]
type = DestroySelf
trigger1 = p2dist x < -10; && (enmynear,vel x > 0) || p2dist x > 100 && (enmynear,vel x > 0)
trigger2 = parent,time >= 100
trigger3 = parent,p2dist x > -15









;---------------------------------------------------------------------------
;召喚
[Statedef 1850]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1850
sprpriority = 2
facep2 = 1


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 1851


[State 1850]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))
[State 1800]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
v = 21
value = 0
[State 1800]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = gametime%50 = [0,4]
v = 21
value = 2
[State 1800]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = gametime%50 = [5,9]
v = 21
value = 1




[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State -1]
type = AttackDist
trigger1 = 1
value = 0


[State 1800]
type = PlaySnd
trigger1 = animelemtime(2) = 17
value = s1850, 1
channel = -1


[State -3, ボイス]
type = PlaySnd
triggerall = animelemtime(2) = 22
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1851,var(21)
channel = 0
ignorehitpause = 1
[State -2]
type = VarSet
triggerall = animelemtime(2) = 22
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
trigger1 = var(21) = 1
v = 34
value = (var(34)+1000000)
persistent = 0
ignorehitpause = 1



[State 1850]
type = Explod
trigger1 = var(21) = 0
trigger1 = animelemtime(2) = 17
anim = 1855
ID = 1855
pos = 0, -40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
persistent = 0
[State 1850]
type = Explod
trigger1 = var(21) = 0
trigger1 = animelemtime(2) = 17
anim = 1856
ID = 1856
pos = 0, -70
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
persistent = 0

[State 1850]
type = Explod
trigger1 = var(21) = 1
trigger1 = animelemtime(2) = 17
anim = 1855
ID = 1855
pos = 0, -40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
persistent = 0
[State 1850]
type = Explod
trigger1 = var(21) = 1
trigger1 = animelemtime(2) = 17
anim = 1856
ID = 1856
pos = 0, -70
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
persistent = 0
[State 1850]
type = Explod
trigger1 = var(21) = 2
trigger1 = animelemtime(2) = 17
anim = 1855
ID = 1855
pos = 0, -40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
persistent = 0
[State 1850]
type = Explod
trigger1 = var(21) = 2
trigger1 = animelemtime(2) = 17
anim = 1856
ID = 1856
pos = 0, -70
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
persistent = 0



[State 1850]
type = Helper
trigger1 = animelem = 4
trigger1 = var(21) = 0
helpertype = normal
name = "siba"
ID = 1860
pos = 0, 0
postype = back
facing = facing
stateno = 1860
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1850]
type = Helper
trigger1 = animelem = 4
trigger1 = var(21) = 0
helpertype = normal
name = "sibaatack"
ID = 1865
pos = -520, 0
postype = back
facing = 1
stateno = 1865
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



[State 1850]
type = Helper
trigger1 = animelem = 4
trigger1 = var(21) = 1
helpertype = normal
name = "moguri"
ID = 1870
pos = 0, 0
postype = back
facing = facing
stateno = 1870
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1850]
type = Helper
trigger1 = animelem = 4
trigger1 = var(21) = 2
helpertype = normal
name = "goremu"
ID = 1880
pos = 0, 0
postype = back
facing = facing
stateno = 1880
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0




[State 1850, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;シヴァ-1
[Statedef 1860]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1860
sprpriority = -3

[State 1800]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1800]
type = BGPalFX
trigger1 = time < 20
time = 1
add = 0,0,0
mul = (256-time*10),(256-time*10),(256-time*10)
[State 1800]
type = BGPalFX
trigger1 = time >= 20
trigger1 = time < 260
time = 1
add = 0,0,0
mul = 50,50,50
[State 1800]
type = BGPalFX
trigger1 = time >= 260
time = 1
add = 0,0,0
mul = (50+10*(time-260)),(50+10*(time-260)),(50+10*(time-260))
[State 1800]
type = Trans
trigger1 = time >= 260
trans = addalpha
alpha = (256-((time-260)*20)), ((time-260)*20)




[State 1800]
type = VarSet
trigger1 = time = 0
fv = 20
value = 200
[State 1800]
type = VarSet
trigger1 = time = 0
fv = 21
value = 400


[State 1800]
type = VarSet
trigger1 = time <= 100
fv = 20
value = (fvar(20)*0.92)
[State 1800]
type = VarSet
trigger1 = time <= 100
fv = 21
value = (fvar(21)*0.95)


[State 1800]
type = PosSet
trigger1 = time <= 100
x = floor(fvar(20))
y = floor(-100-fvar(21))
[State 1800]
type = PosSet
trigger1 = time > 100
x = 0
[State 1800]
type = PosAdd
trigger1 = time > 100
trigger1 = screenpos y != 120
y = (120-screenpos y)


[State 1800]
type = Explod
trigger1 = time = 0
anim = 1861
ID = 1861
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State 1850]
type = Helper
trigger1 = time = 100
helpertype = normal
name = "huikari"
ID = 1861
pos = 0, 0
postype = p1
facing = facing
stateno = 1861
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0





[State 1800]
type = Explod
trigger1 = time = 157
anim = 1865
ID = 1865
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0
[State 1800]
type = Explod
trigger1 = time = 137
anim = 1866
ID = 1866
pos = 160, 120
postype = back
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0




[State 1800]
type = PlaySnd
trigger1 = time = 165
trigger2 = time = 180
trigger3 = time = 195
trigger4 = time = 210
value = s1000, 0
channel = -1
[State 1800]
type = PlaySnd
trigger1 = time = 175
value = s1850, 2
channel = -1
[State 1800]
type = PlaySnd
trigger1 = time = 135
value = s3200, 7
channel = -1




[State -1]
type = VarSet
trigger1 = time = 1
fv = 1
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = time = 1
fv = 4
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(1) != 1.0
fv = 1
value = (fvar(1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = fvar(4) != 1.0
fv = 4
value = (fvar(4))
persistent = 0
ignorehitpause = 1






[State 1800]
type = RemoveExplod
trigger1 = time >= 280
ID = 1861


[State 1800]
type = DestroySelf
trigger1 = time >= 280
;---------------------------------------------------------------------------
;シヴァ-2
[Statedef 1861]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1867
sprpriority = -1

[State 1800]
type = PlaySnd
trigger1 = time = 1
value = s1850, 0
channel = -1

[State 1800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1800]
type = VarSet
trigger1 = time = 1
fv = 5
value = 8.0
[State 1800]
type = VarAdd
trigger1 = 1
fv = 5
value = -0.2


[State 1800]
type = AngleDraw
trigger1 = fvar(5) > 0.3
scale = (fvar(5)),(fvar(5))
[State 1800]
type = AngleDraw
trigger1 = fvar(5) <= 0.3
scale = 1,1
[State 1800]
type = Trans
trigger1 = 1
trans = add

[State 1800]
type = PosSet
trigger1 = 1
x = 0
[State 1800]
type = PosAdd
trigger1 = screenpos y != 120
y = (120-screenpos y)


[State 1800]
type = DestroySelf
trigger1 = fvar(5) <= -3






;---------------------------------------------------------------------------
;シヴァ攻撃
[Statedef 1865]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1868
sprpriority = 4

[State 1850]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 1850, ヒット定義]
type = HitDef
triggerall = time = [162,187]
trigger1 = !movecontact && !MoveReversed
trigger2 = movecontact >= (6-2*(root,var(49)=1))
attr = S, SP
damage = (3+floor(17*(root,fvar(1)))),2
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(130+enemynear,pos y)
hitsound = s1500, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 5
ground.velocity = 0,-12
guard.velocity = -3.2
airguard.velocity = -2.6,-5.0
air.type = High
air.velocity = 0,-12
air.hittime = 24
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1

[State 1850, ヒット定義]
type = HitDef
trigger1 = time = 210
attr = S, SP
damage = (10+floor(50*(root,fvar(1)))),6
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(130+enemynear,pos y)
hitsound = s1500, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = 0,-12
guard.velocity = -3.2
airguard.velocity = -2.6,-5.0
air.type = High
air.velocity = 0,-12
air.hittime = 24
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1
[State 1850, ヒット定義]
type = HitDef
trigger1 = time = 215
attr = S, SP
damage = (10+floor(50*(root,fvar(1)))),6
animtype = up
guardflag = MA
hitflag = 
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(130+enemynear,pos y)
hitsound = s1500, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (24+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 20
ground.velocity = 0,-12
guard.velocity = -3.2
airguard.velocity = -2.6,-5.0
air.type = High
air.velocity = 0,-12
air.hittime = 24
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (root,fvar(1))*(0.75+0.1*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*(0.9+0.03*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 2
fv = 1
value = (root,fvar(1))*(0.9+0.03*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 3
fv = 1
value = (root,fvar(1))*(0.9+0.03*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 4
fv = 1
value = (root,fvar(1))*(0.9+0.03*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*(0.98+0.01*(root,var(49)=1))
persistent = 0
ignorehitpause = 1



;AI用
;5Cで拾いなおし
[State -1]
type = ParentVarSet
triggerall = root,var(59) > 3
Triggerall = RoundState = 2
trigger1 = movehit = 1
V = 58 
Value = 8



[State 1850]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget > 0
trigger1 = time < 210
trigger1 = target,stateno != [1866,1867]
value = 1866
[State 1850]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget > 0
trigger1 = time >= 210
trigger1 = target,stateno != 1867
value = 1867




[State -1]
type = AttackDist
trigger1 = time <= 187
trigger1 = time > 150
value = 9000
[State -1]
type = AttackDist
trigger1 = time >= 215
value = 0
[State -1]
type = StateTypeSet
trigger1 = time >= 215
movetype = I


[State 1850, ステート変更]
type = destroyself
trigger1 = numtarget = 0
trigger1 = time >= 232

;---------------------------------------------------------------------------
;相手側のシヴァモーション1
[Statedef 1866]
type     = A
movetype = H
physics  = N
facep2 = 1



[State 1850]
type = PosFreeze
trigger1 = 1
value = 1


[State 1850, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7991)
trigger1 = time = 1
value = 7991
[State 1850]
type = ChangeAnim2
trigger1 = time = 1
Trigger1 = anim != 7991
value = 1100
[State 1850]
type = PalFX
Trigger1 = anim != 7991
time = 5
add = 70,70,180
mul = 156,156,156



;---------------------------------------------------------------------------
;相手側のシヴァモーション2
[Statedef 1867]
type     = A
movetype = H
physics  = N
facep2 = 1

[State 1850]
type = SelfState
trigger1 = 1
value = 5020
ctrl = 0



[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 1850]
type = PosFreeze
trigger1 = 1
value = 1


[State 1850, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7991)
trigger1 = time = 1
value = 7991
[State 1850]
type = ChangeAnim2
trigger1 = time = 1
Trigger1 = anim != 7991
value = 1100
[State 1850]
type = PalFX
Trigger1 = anim != 7991
time = 5
add = 70,70,180
mul = 156,156,156




;---------------------------------------------------------------------------
;モーグリ-1
[Statedef 1870]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1870
sprpriority = -3

[state 1870]
type = PlaySnd
trigger1 = time = 20
value = 3200, 6
channel = -1

[State 1870]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1870]
type = BGPalFX
trigger1 = time < 20
time = 1
add = 0,0,0
mul = (256-time*10),(256-time*10),(256-time*10)
[State 1870]
type = BGPalFX
trigger1 = time >= 20
trigger1 = time < 190
time = 1
add = 0,0,0
mul = 50,50,50
[State 1870]
type = BGPalFX
trigger1 = time >= 190
time = 1
add = 0,0,0
mul = (50+10*(time-190)),(50+10*(time-190)),(50+10*(time-190))
[State 1870]
type = Trans
trigger1 = time >= 190
trans = addalpha
alpha = (256-((time-190)*20)), ((time-190)*20)




[State 1800]
type = VarSet
trigger1 = time = 1
fv = 20
value = -240
[State 1800]
type = VarSet
trigger1 = time <= 120
fv = 20
value = (fvar(20)*0.95)



[State 1800]
type = posset
trigger1 = 1
x = 0
[State 1800]
type = PosAdd
trigger1 = 1
trigger1 = screenpos y != fvar(20)
y = (120+fvar(20)-screenpos y)




[State 1800]
type = Explod
trigger1 = time <= 120
trigger1 = time%5 = 0
anim = 1584
ID = 1584
pos = 25-random%50, 0-random%50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = -4
supermovetime = 0
pausemovetime = 0
ownpal = 1




[State 1850]
type = Helper
trigger1 = time = 115
helpertype = normal
name = "mogurief"
ID = 1871
pos = 0, 0
postype = p1
facing = facing
stateno = 1871
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1850]
type = ParentVarSet
trigger1 = time = 120
v = 10
value = 100




[State 1870]
type = DestroySelf
trigger1 = time >= 210







;---------------------------------------------------------------------------
;モーグリエフェクト
[Statedef 1871]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 1867;5125

[state 1870]
type = PlaySnd
trigger1 = time = 1
value = 3200, 7
channel = -1

[state 1870]
type = PosSet
trigger1 = 1
x = parent,pos x
y = parent,pos y


[state 1870]
type = null;PalFX
trigger1 = 1
time = 2
add = 0,0,150
mul = 256,256,256


[state 1870]
type = VarAdd
trigger1 = 1
fv = 1
value = 0.2

[state 1870]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*6), 256

[state 1870]
type = AngleDraw
trigger1 = 1
scale = (fvar(1)*1),(fvar(1)*1)

[state 1870]
type = DestroySelf
trigger1 = time >= 42


;---------------------------------------------------------------------------
;ゴーレム
[Statedef 1880]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1880
sprpriority = -3

[state 1870]
type = PlaySnd
trigger1 = time = 20
value = 20000, 6
channel = -1

[State 1870]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1870]
type = BGPalFX
trigger1 = time < 20
time = 1
add = 0,0,0
mul = (256-time*10),(256-time*10),(256-time*10)
[State 1870]
type = BGPalFX
trigger1 = time >= 20
trigger1 = time < 190
time = 1
add = 0,0,0
mul = 50,50,50
[State 1870]
type = BGPalFX
trigger1 = time >= 190
time = 1
add = 0,0,0
mul = (50+10*(time-190)),(50+10*(time-190)),(50+10*(time-190))
[State 1870]
type = Trans
trigger1 = time >= 190
trans = addalpha
alpha = (256-((time-190)*20)), ((time-190)*20)




[State 1800]
type = VarSet
trigger1 = time = 1
fv = 20
value = -240
[State 1800]
type = VarSet
trigger1 = time <= 120
fv = 20
value = (fvar(20)*0.95)



[State 1800]
type = posset
trigger1 = 1
x = 0
[State 1800]
type = PosAdd
trigger1 = 1
trigger1 = screenpos y != fvar(20)
y = (120+fvar(20)-screenpos y)




[State 1800]
type = null;Explod
trigger1 = time <= 120
trigger1 = time%5 = 0
anim = 1584
ID = 1584
pos = 25-random%50, 0-random%50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = -4
supermovetime = 0
pausemovetime = 0
ownpal = 1




[State 1880]
type = Helper
trigger1 = time = 115
helpertype = normal
name = "goremuef"
ID = 1881
pos = 0, 0
postype = p1
facing = (root,facing)
stateno = 1881
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.75
size.yscale = 0.75

[State 1880]
type = ParentVarSet
trigger1 = time = 120
v = 11
value = 150

[State 1800]
type = ParentVarSet
trigger1 = time = 120
v = 11
value = 3


[State 1880]
type = DestroySelf
trigger1 = time >= 210






;---------------------------------------------------------------------------
;ゴーレムフェクト
[Statedef 1881]
type    = A
movetype= I
physics = N
sprpriority = 5
anim = 1881;5125

[State 1870]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1880]
type = PlaySnd
trigger1 = time = 1
value = 3200, 2
channel = -1

[state 1880]
type = PosSet
trigger1 = 1
x = root,pos x
y = root,pos y - 60


[state 1880]
type = DestroySelf
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;ゴーレムアーマー
[Statedef 1882]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 0
sprpriority = 2
facep2 = 1


[State 1800]
type = VarSet
trigger1 = root,animelem = 1
v = 20
value = 0
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = root,animtime >= -1
v = 20
value = 1
ignorehitpause = 1

[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(1) >= 0
trigger1 = root,animelemtime(2) < 0
v = 21
value = 1
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(2) >= 0
trigger1 = root,animelemtime(3) < 0
v = 21
value = 2
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(3) >= 0
trigger1 = root,animelemtime(4) < 0
v = 21
value = 3
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(4) >= 0
trigger1 = root,animelemtime(5) < 0
v = 21
value = 4
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(6) < 0
v = 21
value = 5
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(6) >= 0
trigger1 = root,animelemtime(7) < 0
v = 21
value = 6
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(7) >= 0
trigger1 = root,animelemtime(8) < 0
v = 21
value = 7
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(8) >= 0
trigger1 = root,animelemtime(9) < 0
v = 21
value = 8
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(9) >= 0
trigger1 = root,animelemtime(10) < 0
v = 21
value = 9
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(10) >= 0
trigger1 = root,animelemtime(11) < 0
v = 21
value = 10
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(11) >= 0
trigger1 = root,animelemtime(12) < 0
v = 21
value = 11
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(12) >= 0
trigger1 = root,animelemtime(13) < 0
v = 21
value = 12
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(13) >= 0
trigger1 = root,animelemtime(14) < 0
v = 21
value = 13
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(14) >= 0
trigger1 = root,animelemtime(15) < 0
v = 21
value = 14
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(15) >= 0
trigger1 = root,animelemtime(16) < 0
v = 21
value = 15
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(16) >= 0
trigger1 = root,animelemtime(17) < 0
v = 21
value = 16
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(17) >= 0
trigger1 = root,animelemtime(18) < 0
v = 21
value = 17
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(18) >= 0
trigger1 = root,animelemtime(19) < 0
v = 21
value = 18
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(19) >= 0
trigger1 = root,animelemtime(20) < 0
v = 21
value = 19
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(20) >= 0
trigger1 = root,animelemtime(21) < 0
v = 21
value = 20
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(21) >= 0
trigger1 = root,animelemtime(22) < 0
v = 21
value = 21
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(22) >= 0
trigger1 = root,animelemtime(23) < 0
v = 21
value = 22
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(23) >= 0
trigger1 = root,animelemtime(24) < 0
v = 21
value = 23
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(24) >= 0
trigger1 = root,animelemtime(25) < 0
v = 21
value = 24
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(25) >= 0
trigger1 = root,animelemtime(26) < 0
v = 21
value = 25
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(26) >= 0
trigger1 = root,animelemtime(27) < 0
v = 21
value = 26
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(27) >= 0
trigger1 = root,animelemtime(28) < 0
v = 21
value = 27
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(28) >= 0
trigger1 = root,animelemtime(29) < 0
v = 21
value = 28
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(29) >= 0
trigger1 = root,animelemtime(30) < 0
v = 21
value = 29
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(30) >= 0
trigger1 = root,animelemtime(31) < 0
v = 21
value = 30
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(31) >= 0
trigger1 = root,animelemtime(32) < 0
v = 21
value = 31
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(32) >= 0
trigger1 = root,animelemtime(33) < 0
v = 21
value = 32
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(33) >= 0
trigger1 = root,animelemtime(34) < 0
v = 21
value = 33
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(34) >= 0
trigger1 = root,animelemtime(35) < 0
v = 21
value = 34
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(35) >= 0
trigger1 = root,animelemtime(36) < 0
v = 21
value = 35
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(36) >= 0
trigger1 = root,animelemtime(37) < 0
v = 21
value = 36
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(37) >= 0
trigger1 = root,animelemtime(38) < 0
v = 21
value = 37
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(38) >= 0
trigger1 = root,animelemtime(39) < 0
v = 21
value = 38
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(39) >= 0
trigger1 = root,animelemtime(40) < 0
v = 21
value = 39
ignorehitpause = 1
[State 1800]
type = VarSet
trigger1 = var(20) = 0
trigger1 = root,animelemtime(40) >= 0
trigger1 = root,animelemtime(41) < 0
v = 21
value = 40
ignorehitpause = 1


[State 1800]
type = ChangeAnim
trigger1 = var(20) = 0
trigger1 = (root,stateno != [800,899])||(root,stateno = 800)||(root,stateno = 850)
value = abs(root,anim)
elem = abs(var(21))
ignorehitpause = 1


[State 1800, NotHitBy]
type	= NotHitBy
trigger1 = root,var(49) = 0
trigger2 = root,var(49) = 1
trigger2 = time >= 10
value	= ,AT
time	= 2
ignorehitpause = 1
[State 1800, PlayerPush]
type	= PlayerPush
trigger1= 1
value	= 0
ignorehitpause = 1
[State 1800, AssertSpecial]
type = AssertSpecial
trigger1= 1
flag = invisible
flag2 = noShadow
ignorehitpause = 1
[State 1800, BindtoRoot]
type	= BindtoRoot
trigger1= 1
ignorehitpause = 1
[State 1800, Turn]
type	= Turn
trigger1= 1
trigger1= Facing != Root,Facing
ignorehitpause = 1
[State 1800, HitOverRide]
type = HitOverRide
trigger1= 1
time = -1
attr = SCA,AA,AP
slot = 0
stateno	= 1883
ignorehitpause = 1
[State 1800, ChangeAnim]
type = ChangeAnim
trigger1= Anim != Root,Anim
value = Root,Anim
ignorehitpause = 1



;無敵
[State 260]
type = NotHitBy
trigger1 = time = 1
trigger1 = root,var(49) = 1
value = SCA
time = 10
ignorehitpause = 1
[State 260]
type = NotHitBy
trigger1 = root,stateno = 260
trigger1 = root,time >= 5
trigger1 = root,animelemtime(6) <= 2
value = A
time = 1
[State -1]
Type = NotHitBy
Trigger1 = root,stateno = [801,802]
Trigger2 = root,stateno = 810
Trigger3 = root,stateno = [851,852]
Trigger4 = root,stateno = 860
Trigger5 = root,stateno = 1200
Trigger6 = root,stateno = 1201
trigger6 = (root,animelemtime(4) < 0) || (root,var(21) = 1)
Trigger7 = root,stateno = 1205
trigger7 = (root,animelemtime(3) < 0) || (root,var(21) = 1)
trigger8 = (root,stateno = 1211) || (root,stateno = 1215)
trigger8 = root,var(21) = 1
Trigger9 = root,stateno = 1220
Trigger10 = (root,stateno = 1221) || (root,stateno = 1225)
trigger10 = (root,time <= 8) || (root,var(21) = 1)
Trigger11 = root,stateno = 3101
Trigger12 = root,stateno = 3210
Value = SAC
Time = 1
[State 1200]
type = NotHitBy
trigger1 = root,stateno = 1210
trigger2 = (root,stateno = 1211) || (root,stateno = 1215)
trigger2 = root,time <= 8
value = ,AT
time = 1
[State 3000, 無敵]
type = NotHitBy
trigger1 = (root,stateno = 3000) || (root,stateno = 3100)
trigger1 = root,time <= 65
trigger2 = (root,stateno = 3100)
trigger2 = (root,animelemtime(9) < 0) || (root,numtarget > 0)
value = SCA
time = 1
[State -1]
Type = NotHitBy
Trigger1 = root,stateno = 3200
trigger1 = (root,animelemtime(11) < 0)
Value = SAC
Time = 25



[State 1800, ステート変更]
type = destroyself
trigger1 = !Root,Alive
trigger2 = RoundState > 2
trigger3 = root,var(11) = 0
ignorehitpause = 1



;---------------------------------------------------------------------------
;ゴーレムアーマー消去
[Statedef 1883]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 0
sprpriority = 2
facep2 = 1

[State 1800, PlayerPush]
type	= PlayerPush
trigger1= 1
value	= 0
ignorehitpause = 1
[State 1800, AssertSpecial]
type = AssertSpecial
trigger1= 1
flag = invisible
flag2 = noShadow
ignorehitpause = 1
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 25

[State 1800]
type = ParentVarAdd
trigger1 = 1
v = 11
value = -1
persistent = 0
ignorehitpause = 1

[State 1800, ステート変更]
type = destroyself
trigger1 = 1
ignorehitpause = 1



;---------------------------------------------------------------------------
;盗む
[Statedef 1900]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1900
sprpriority = 2
facep2 = 1







[State 1900]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 10
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))
[State 1900]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(11) > 50
trigger1 = var(10) = 0
v = 10
value = 1
[State 1900]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(12) > 50
trigger1 = var(10) = 1
v = 10
value = 0


[State 1900]
type = ChangeAnim
trigger1 = time = 1
value = (1900+(var(49)=1))

[State 1900]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
[State 1900]
type = VarAdd
trigger1 = animelemtime(3) < 0
trigger1 = var(21) > 0
v = 21
value = -1
[State 1900]
type = VarSet
trigger1 = animelemtime(3) < 0
trigger1 = (enemynear,stateno != [120,149]) && (p2movetype = H)
v = 21
value = 5


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0








[State 1900, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(21) = 0
attr = S, SA
damage = 0,0
animtype = hard
guardflag = 
hitflag = M
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -20, -50
hitsound = s13, 0
guardsound = s7, 3
ground.type = low
ground.slidetime = 26
ground.hittime  = 26
guard.ctrltime = 26
ground.velocity = -3
airguard.velocity = -3,-3
air.type = low
air.velocity = -3,-3
air.hittime = 15
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
[State 1900, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(21) > 0
attr = S, SA
damage = 0,0
animtype = hard
guardflag = MA
hitflag = MFA
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -20, -50
hitsound = s13, 0
guardsound = s7, 3
ground.type = low
ground.slidetime = 26
ground.hittime  = 26
guard.ctrltime = 26
ground.velocity = -3
airguard.velocity = -3,-3
air.type = low
air.velocity = -3,-3
air.hittime = 15
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 800,0+random%2
channel = 0
ignorehitpause = 1

[State 1900]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1905
persistent = 0
ignorehitpause = 1
[State 1900, ステート変更]
type = ChangeState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = target,stateno = 1905
value = 1901
ctrl = 0
ignorehitpause = 1


[State -1]
type = AttackDist
trigger1 = var(21) = 0
value = 0
[State -1]
type = AttackDist
trigger1 = var(21) > 0
value = 100



[State 1900, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; 投げ掴みモーション1
[Statedef 1901]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 801
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State 1900]
type = null;Explod
trigger1 = time = 1
trigger1 = var(21) >= 1
anim = 831
ID = 831
pos = 40, -95
postype = p2
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1

[State 1910, 掴んだ相手の位置１]
type = TargetBind
trigger1 = 1
pos = 40, 0


;[State 1910, 掴んだ相手のステート変更]
;type = TargetState
;trigger1 = var(21) >= 1
;trigger1 = target,command = "b"
;trigger1 = target,command = "c"
;value = 1906
;[State 1910, 掴んだ相手のステート変更]
;type = ChangeState
;trigger1 = var(21) >= 1
;trigger1 = target,command = "b"
;trigger1 = target,command = "c"
;value = 1902




[State 1900, ステート変更]
type = TargetState
Trigger1 = 1;time > 35
Trigger2 = var(21) = 0
value = 1920
[State 1900, ステート変更]
type = ChangeState
Trigger1 = 1;time > 35
Trigger2 = var(21) = 0
value = 1910
ctrl = 0



;---------------------------------------------------------------------------
; 投げ抜けられモーション
[Statedef 1902]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 802
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 1910]
type = VelAdd
trigger1 = time = 1
x = -7

[State 1900, ステート変更]
type = ChangeState
Trigger1 = Time >= 20
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;相手投げ抜け待機モーション
[Statedef 1905]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 1930, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
value = 150



;---------------------------------------------------------------------------
;相手投げ抜けモーション
[Statedef 1906]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State -1]
type = PosSet
trigger1 = time = 1
y = 0

[State -1]
type = VelAdd
trigger1 = time = 1
x = -7

[State 1930, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = time = 1
value = 806
[State 1930, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
Trigger1 = selfAnimExist(5940) = 1
value = 5940


[State 1930, ステート変更]
type = SelfState
Trigger1 = Time >= 30
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ成功モーション
[Statedef 1910]
type     = S
movetype = A
physics  = N
anim     = 1910
poweradd = 0
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 1901,random%2
channel = 0
ignorehitpause = 1


[State 1910]
type = Width
trigger1 = 1
edge = 20,20
[State 1910, 掴んだ相手の位置]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
pos = 35,0
[State 1910, 掴んだ相手の位置]
type = TargetBind
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
pos = 10,0
[State 1910, 掴んだ相手の位置]
type = TargetBind
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
pos = 35,0
[State 1910, 掴んだ相手の位置]
type = TargetBind
trigger1 = animelemtime(4) = 0
pos = 40,0



[State 1200]
type = Explod
trigger1 = animelem = 1
anim = 1930
ID = 1930
pos = 20, -60
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1




[State 1900]
type = Helper
trigger1 = animelem = 3
trigger1 = var(10) = 0
helpertype = normal
name = "ken"
ID = 1931
pos = 50, -65
postype = p1
facing = 1
stateno = 1931
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
[State 1900]
type = Helper
trigger1 = animelem = 3
trigger1 = var(10) = 1
helpertype = normal
name = "tate"
ID = 1932
pos = 50, -65
postype = p1
facing = 1
stateno = 1932
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
[State 1900]
type = Helper
trigger1 = animelem = 3
trigger1 = var(10) = 2
helpertype = normal
name = "love"
ID = 1933
pos = 50, -65
postype = p1
facing = 1
stateno = 1933
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.3
size.yscale = 0.3


[State -2]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(10) = 0
v = 11
value = (500+500*(var(49)=1))
ignorehitpause = 1
[State -2]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(10) = 1
v = 12
value = (500+500*(var(49)=1))
ignorehitpause = 1


[State -2]
type = TargetPowerAdd
trigger1 = animelem = 4
trigger1 = var(10) = 0
value = (-150-150*(var(49)=1))
[State -2]
type = TargetLifeAdd
trigger1 = animelem = 4
trigger1 = var(10) = 1
value = (-30-70*(var(49)=1))
kill = 0
[State -2]
type = LifeAdd
trigger1 = animelem = 4
trigger1 = var(10) = 1
value = (30+70*(var(49)=1))
[State -2]
type = PowerAdd
trigger1 = animelem = 4
trigger1 = var(10) = 0
value = (150+150*(var(49)=1))


[State 1910, 掴んだ相手のステート変更]
type = TargetState
trigger1 = animelem = 4
trigger1 = var(10) = [0,1]
value = 1921
[State 1910, 掴んだ相手のステート変更]
type = TargetState
trigger1 = animelem = 4
trigger1 = var(10) = 2
trigger1 = helper(7060),var(7) < 1
value = 1922
[State 1910, 掴んだ相手のステート変更]
type = TargetState
trigger1 = animelem = 4
trigger1 = var(10) = 2
trigger1 = helper(7060),var(7) >= 1
value = 1924
[State -1]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(29) = 0
trigger1 = var(10) != 2
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.85)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(10) != 2
fv = 1
value = fvar(1)*0.9
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(10) != 2
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(29) = 0
trigger1 = var(10) = 2
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.8)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(10) = 2
fv = 1
value = fvar(1)*0.5
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 4
trigger1 = var(10) = 2
fv = 4
value = fvar(4)*0.92
persistent = 0
ignorehitpause = 1









[State 1910, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１
[Statedef 1920]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 3


[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 1900]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = animtime >= 0
Trigger1 = anim = 5002
value = 5007






;---------------------------------------------------------------------------
; 相手側の投げられモーション2
[Statedef 1921]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3


[State -1]
type = PalFX
trigger1 = time = 1
time = 30
add = -10,-10,90
mul = 256,256,256
sinadd = -10,-10,90,45
ignorehitpause = 1

[State -1]
Type = null;NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State 1900]
type = VelAdd
trigger1 = time = 1
x = -5

[State 1900]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = animtime >= 0
Trigger1 = anim = 5002
value = 5007


[State 1900, ステート変更]
type = SelfState
Trigger1 = Time >= 26
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 相手側の投げられモーション3
[Statedef 1922]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State -1]
type = PalFX
trigger1 = time = 1
time = 30
add = 144,0,144
mul = 256,256,256
sinadd = 144,0,144,45
ignorehitpause = 1

[State -1]
Type = null;NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State 1900]
type = VelAdd
trigger1 = time = 1
x = -6

[State 1900]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = animtime >= 0
Trigger1 = anim = 5002
value = 5007


[State 1900, ステート変更]
type = ChangeState
Trigger1 = Time >= 20
value = 1923
ctrl = 0



;---------------------------------------------------------------------------
; 相手側の投げられモーション4
[Statedef 1923]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3





[State 1900]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
value = 5300


[State 1900, ステート変更]
type = SelfState
Trigger1 = Time >= 65
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 相手側の投げられモーション5
[Statedef 1924]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State 1900]
type = VelAdd
trigger1 = time = 1
x = -6

[State 1900]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = animtime >= 0
Trigger1 = anim = 5002
value = 5007


[State 1900, ステート変更]
type = ChangeState
Trigger1 = Time >= 20
value = 1925
ctrl = 0



;---------------------------------------------------------------------------
; 相手側の投げられモーション6
[Statedef 1925]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 1900]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 1920, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = time = 1
value = 5300


[State 1900, ステート変更]
type = SelfState
Trigger1 = Time >= 5
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;剣ヘルパー
[Statedef 1931]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1931
sprpriority = 5

[State 1900]
type = PlaySnd
trigger1 = time = 1
value = 1900, 0
channel = -1

[State 1900]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1900]
type = AngleDraw
trigger1 = 1
value = time*10

[State 1900]

type = VelSet
trigger1 = time = 1
x = -1.3
y = -6
[State 1900]

type = VelAdd
trigger1 = 1
y = .3

[State 1900]
type = Trans
trigger1 = time >= 20
trans = addalpha
alpha = (256-12*(time-20)), (12*(time-20))

[State 1900]
type = destroyself
trigger1 = time > 50



;---------------------------------------------------------------------------
;盾ヘルパー
[Statedef 1932]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1932
sprpriority = 5

[State 1900]
type = PlaySnd
trigger1 = time = 1
value = 1900, 1
channel = -1

[State 1900]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1900]
type = AngleDraw
trigger1 = 1
value = time*10

[State 1900]

type = VelSet
trigger1 = time = 1
x = -1.3
y = -6
[State 1900]

type = VelAdd
trigger1 = 1
y = .3

[State 1900]
type = Trans
trigger1 = time >= 20
trans = addalpha
alpha = (256-12*(time-20)), (12*(time-20))

[State 1900]
type = destroyself
trigger1 = time > 50

;---------------------------------------------------------------------------
;ハートヘルパー
[Statedef 1933]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 1933
sprpriority = 5



[State 1900]
type = PlaySnd
trigger1 = time = 1
value = 1900, 2
channel = -1

[State 1900]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1900]
type = AngleDraw
trigger1 = 1
value = time*10

[State 1900]

type = VelSet
trigger1 = time = 1
x = -1.3
y = -6
[State 1900]

type = VelAdd
trigger1 = 1
y = .3




[State 1900]
type = ChangeAnim
trigger1 = time%30 = [0,2]
value = 1933
elem = 1
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [3,5]
value = 1933
elem = 2
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [6,8]
value = 1933
elem = 3
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [9,11]
value = 1933
elem = 4
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [12,14]
value = 1933
elem = 5
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [15,17]
value = 1933
elem = 6
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [18,20]
value = 1933
elem = 7
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [21,23]
value = 1933
elem = 8
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [24,26]
value = 1933
elem = 9
[State 1900]
type = ChangeAnim
trigger1 = time%30 = [27,29]
value = 1933
elem = 10


[State 1900]
type = Trans
trigger1 = time < 20
trans = addalpha
alpha = 256, 256
[State 1900]
type = Trans
trigger1 = time >= 20
trans = addalpha
alpha = (256-12*(time-20)), 256



[State 1900]
type = destroyself
trigger1 = time > 50



;---------------------------------------------------------------------------
;話術
[Statedef 1950]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1950
sprpriority = 2
facep2 = 1


[State 1950]
type = VarSet
trigger1 = time = 0
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))


[State 1950]
type = VarSet
trigger1 = time = 0
trigger1 = var(59) > 0
trigger1 = var(21) = 1
trigger1 = var(11) < 50
trigger1 = random%2 = 0
v = 21
value = 2





[State 1950]
type = ChangeAnim
trigger1 = time = 1
value = (1950+var(21))


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 1950]
type = Helper
trigger1 = animelem = 5
trigger1 = anim = 1950
helpertype = normal
name = "odosu"
ID = 1960
pos = 40, -90
postype = p1
facing = 1
stateno = 1960
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1950]
type = Helper
trigger1 = animelem = 5
trigger1 = anim = 1950
helpertype = normal
name = "odosu"
ID = 1961
pos = 40, -90
postype = p1
facing = facing
stateno = (1961+random%2)
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = anim = 1950
trigger1 = Alive
trigger1 = numhelper(1961) > 0
trigger1 = helper(1961),stateno = 1961
value = 1951,0
channel = -1
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = anim = 1950
trigger1 = Alive
trigger1 = numhelper(1961) > 0
trigger1 = helper(1961),stateno = 1962
value = 1951,1
channel = -1
ignorehitpause = 1


;ダーボラン
[State 1950]
type = Helper
trigger1 = animelem = 5
trigger1 = anim = 1951
helpertype = normal
name = "dabo"
ID = 1970
pos = 0, -60
postype = p1
facing = 1
stateno = 1970
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


;悪口
[State 1950]
type = Helper
trigger1 = animelem = 5
trigger1 = anim = 1952
helpertype = normal
name = "waru"
ID = 1980
pos = 0, -60
postype = p1
facing = 1
stateno = 1980
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



[State 1950, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;おどす1
[Statedef 1960]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1960
sprpriority = 5

[State 1960]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1960]
type = VarSet
trigger1 = time = 0
fv = 5
value = 0
[State 1960]
type = VarAdd
trigger1 = fvar(5) < 1
fv = 5
value = 0.2
[State 1960]
type = VarAdd
trigger1 = fvar(5) >= 1
fv = 5
value = 0.01


[State 1960]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(5)

[State 1960]
type = Trans
trigger1 = time > 35
trans = addalpha
alpha =(256-15*(time-35)), 256

[State 1960]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1960]
type = EnvShake
trigger1 = time = 3
time = 5
freq = 50
ampl = -5
phase = 0

[State 1960]
type = PlaySnd
trigger1 = time = 1
value = s1950, 0
channel = -1


[State 1960]
type = ParentVarSet
trigger1 = movehit = 1
v = 10
value = (500+500*(root,var(49)=1))


[State 1960, ヒット定義]
type = HitDef
trigger1 = time >= 3 && time < 8
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = 5+70*(root,var(49)=1),5+70*(root,var(49)=1)
animtype = hard
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -1
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-4
guard.velocity = -3
airguard.velocity = -3.8,-3.0
air.type = High
air.velocity = -4,-4
air.hittime = 20
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
sprpriority = 5
[State 1960, ヒット定義]
type = HitDef
trigger1 = time >= 3 && time < 8
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = 5+70*(root,var(49)=1),5+70*(root,var(49)=1)
animtype = hard
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -1
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4,-4
guard.velocity = -3
airguard.velocity = -3.8,-3.0
air.type = High
air.velocity = -4,-4
air.hittime = 20
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
sprpriority = 5



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*(0.5+0.2*(root,var(49)=1)))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*(0.5+0.2*(root,var(49)=1))
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*(0.5+0.2*(root,var(49)=1))
persistent = 0
ignorehitpause = 1


[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1


[State 1960, ステート変更]
type = DestroySelf
trigger1 = time >= 50


;---------------------------------------------------------------------------
;おどす2
[Statedef 1961]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1961
sprpriority = 6


[State 1960]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 1960]
type = ChangeAnim
trigger1 = time = 0
value = 1961

[State 1960]
type = VarSet
trigger1 = time = 0
fv = 5
value = 0
[State 1960]
type = VarAdd
trigger1 = fvar(5) < 1
fv = 5
value = 0.2
[State 1960]
type = VarAdd
trigger1 = fvar(5) >= 1
fv = 5
value = 0.01


[State 1960]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(5)

[State 1960]
type = Trans
trigger1 = time > 35
trans = addalpha
alpha =(256-15*(time-35)), 256



[State 1960, ステート変更]
type = DestroySelf
trigger1 = time >= 50



;---------------------------------------------------------------------------
;おどす3
[Statedef 1962]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1962
sprpriority = 6


[State 1960]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 1960]
type = ChangeAnim
trigger1 = time = 0
value = 1962

[State 1960]
type = VarSet
trigger1 = time = 0
fv = 5
value = 0
[State 1960]
type = VarAdd
trigger1 = fvar(5) < 1
fv = 5
value = 0.2
[State 1960]
type = VarAdd
trigger1 = fvar(5) >= 1
fv = 5
value = 0.01


[State 1960]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(5)

[State 1960]
type = Trans
trigger1 = time > 35
trans = addalpha
alpha =(256-15*(time-35)), 256



[State 1960, ステート変更]
type = DestroySelf
trigger1 = time >= 50

;---------------------------------------------------------------------------
;おどす4
[Statedef 1965]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 0
sprpriority = 6


[State -2]
type = AttackDist
trigger1 = 1
value = 30550

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1960, ステート変更]
type = DestroySelf
trigger1 = root,var(10) <= 0




;---------------------------------------------------------------------------
;ダーボランのマネ1
[Statedef 1970]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1970
sprpriority = 5


[State 1950, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s1950, 1
channel = -1

[State 1970]
type = VelSet
trigger1 = 1
x = 0.5



[State 1970]
type = Explod
trigger1 = time = 0
anim = 1978
ID = 1978
pos = 25, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 1970]
type = Explod
trigger1 = time%15 = 0
anim = (1971+random%7)
ID = 1971
pos = 10+random%65, -10-random%15
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 0,-0.4
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 6
ownpal = 1
removeongethit = 0



[State -1]
type = NotHitBy
trigger1 = root,var(49) = 0
value = ,AT
time = 1
ignorehitpause = 1
[State -1]
type = NotHitBy
trigger1 = root,var(49) = 1
value = SCA
time = 1
ignorehitpause = 1
[State -1]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1971
time = 2
ignorehitpause = 1






[State 1970, ヒット定義]
type = HitDef
trigger1 = time >= 7
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 0
attr = S, SP
damage = 5+70*(root,var(49)=1),5+70*(root,var(49)=1)
animtype = hard
guardflag = M
hitflag = MP
priority = 1, Hit
pausetime = 4, 4
guard.sparkno = -1;s7010
sparkno = -1;s7032
sparkxy = -10, -1
hitsound = -1;s12, 2
guardsound = -1;s7, 3
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
guard.velocity = -1
airguard.velocity = -1.4,-1.0
air.type = High
air.velocity = -2,0
air.hittime = 5
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
sprpriority = 5
[State 1970, ヒット定義]
type = HitDef
trigger1 = time >= 7
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 1
attr = S, SP
damage = 5+70*(root,var(49)=1),5+70*(root,var(49)=1)
animtype = hard
guardflag = MA
hitflag = MPA
priority = 1, Hit
pausetime = 4, 4
guard.sparkno = -1;s7010
sparkno = -1;s7032
sparkxy = -10, -1
hitsound = -1;s12, 2
guardsound = -1;s7, 3
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
guard.velocity = -1
airguard.velocity = -1.4,-1.0
air.type = High
air.velocity = -2,0
air.hittime = 5
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
sprpriority = 5



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.9
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1

[State 1970]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
value = 1975
persistent = 0

[State -3, ボイス]
type = PlaySnd
triggerall = Alive
trigger1 = movecontact
value = 1951,4
channel = -1
ignorehitpause = 1
persistent = 0



[State -2]
type = Helper
trigger1 = movecontact
helpertype = normal
name = "ef"
ID = 7052
pos = 0, -50
postype = p2
facing = 1
stateno = 7052
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1
persistent = 0


[State 1970, ステート変更]
type = changestate
trigger1 = frontedgebodydist < -70
trigger2 = movecontact
value = 1971
ctrl = 0
;---------------------------------------------------------------------------
;ダーボランのマネ2(削除)
[Statedef 1971]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1970
sprpriority = 5

[State -1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1


[State 1970]
type = VelSet
trigger1 = 1
x = 0
y = 0


[State 1970]
type = RemoveExplod
trigger1 = time = 0
ID = 1978
[State 1970]
type = Explod
trigger1 = time = 0
anim = 1979
ID = 1979
pos = 35, 15
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1
removeongethit = 0


[State 1970, ステート変更]
type = DestroySelf
trigger1 = numexplod(1971) = 0
trigger1 = numexplod(1972) = 0
trigger1 = numexplod(1973) = 0
trigger1 = numexplod(1974) = 0
trigger1 = numexplod(1975) = 0
trigger1 = numexplod(1976) = 0
trigger1 = numexplod(1977) = 0
trigger1 = numexplod(1978) = 0
trigger1 = numexplod(1979) = 0

;---------------------------------------------------------------------------
;ダーボランのマネ(相手)
[Statedef 1975]
type     = S
movetype = H
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
sprpriority = 3

[State 1970]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 1970]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state 1970]
type = posset
trigger1 = 1
y = 0

[State 1970]
type = HitFallSet
trigger1 = 1
value = 0

[State 1970]
type = SelfState
trigger1 = time > 200
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;悪口1
[Statedef 1980]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1970
sprpriority = 5

[State 1980]
type = VelSet
trigger1 = 1
x = 0.5

[State 1950, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s1950, 2
channel = -1

[State 1980]
type = Explod
trigger1 = time = 0
anim = 1980
ID = 1980
pos = 25, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 1980]
type = Explod
trigger1 = time%15 = 0
anim = (1971+random%7)
ID = 1971
pos = 10+random%65, -10-random%15
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 0,-0.4
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 6
ownpal = 1
removeongethit = 0



[State -1]
type = NotHitBy
trigger1 = root,var(49) = 0
value = ,AT
time = 1
ignorehitpause = 1
[State -1]
type = NotHitBy
trigger1 = root,var(49) = 1
value = SCA
time = 1
ignorehitpause = 1
[State -1]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 1981
time = 2
ignorehitpause = 1






[State 1980, ヒット定義]
type = HitDef
trigger1 = time >= 7
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 0
attr = S, SP
damage = 5+70*(root,var(49)=1),5+70*(root,var(49)=1)
animtype = hard
guardflag = MA
hitflag = MAP
priority = 1, Hit
pausetime = 4, 4
guard.sparkno = -1;s7010
sparkno = -1;s7032
sparkxy = -10, -1
hitsound = -1;s12, 2
guardsound = -1;s7, 3
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 10
ground.velocity = -2,0
guard.velocity = -1.0
airguard.velocity = -1.4,-1.7
air.type = High
air.velocity = -2,-3
air.hittime = 10
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.4
fall.recover = 0
air.fall = 1
kill = 0
sprpriority = 5

[State 1980, ヒット定義]
type = HitDef
trigger1 = time >= 7
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 1
attr = S, SP
damage = 5+70*(root,var(49)=1),5+70*(root,var(49)=1)
animtype = hard
guardflag = MA
hitflag = MAP
priority = 1, Hit
pausetime = 4, 4
guard.sparkno = -1;s7010
sparkno = -1;s7032
sparkxy = -10, -1
hitsound = -1;s12, 2
guardsound = -1;s7, 3
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 10
ground.velocity = -2,0
guard.velocity = -1.0
airguard.velocity = -1.4,-1.7
air.type = High
air.velocity = -2,-3
air.hittime = 10
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.4
fall.recover = 0
air.fall = 1
kill = 0
sprpriority = 5



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.9
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1


[State -1]
type = ParentVarSet
trigger1 = movehit
v = 11
value = 500
persistent = 0
ignorehitpause = 1


[State -3, ボイス]
type = PlaySnd
triggerall = Alive
trigger1 = movecontact
value = 1951,2+random%2
channel = -1
ignorehitpause = 1
persistent = 0


[State -2]
type = Helper
trigger1 = movecontact
helpertype = normal
name = "ef"
ID = 7053
pos = 0, -50
postype = p2
facing = 1
stateno = 7053
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1
persistent = 0


[State 1980, ステート変更]
type = changestate
trigger1 = frontedgebodydist < -70
trigger2 = movecontact
value = 1981
ctrl = 0
;---------------------------------------------------------------------------
;悪口2(削除)
[Statedef 1981]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1970
sprpriority = 5


[State -1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1


[State 1980]
type = VelSet
trigger1 = 1
x = 0
y = 0


[State 1980]
type = RemoveExplod
trigger1 = time = 0
ID = 1980
[State 1980]
type = Explod
trigger1 = time = 0
anim = 1981
ID = 1981
pos = 35, 15
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ownpal = 1
removeongethit = 0


[State 1980, ステート変更]
type = DestroySelf
trigger1 = numexplod(1981) = 0
trigger1 = numexplod(1972) = 0
trigger1 = numexplod(1973) = 0
trigger1 = numexplod(1974) = 0
trigger1 = numexplod(1975) = 0
trigger1 = numexplod(1976) = 0
trigger1 = numexplod(1977) = 0
trigger1 = numexplod(1978) = 0
trigger1 = numexplod(1979) = 0


;---------------------------------------------------------------------------
;悪口3(エフェクト)
[Statedef 1985]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 1985
sprpriority = 5

[State -2]
type = VarSet
trigger1 = time = 0
fv = 5
value = 0.5

[State -2]
type = VarAdd
trigger1 = time%80 = [0,19]
trigger2 = time%80 = [60,79]
fv = 5
value = -0.01
[State -2]
type = VarAdd
trigger1 = time%80 = [20,59]
fv = 5
value = 0.01

[State 1980]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(5)

[State 1980]
type = VelSet
trigger1 = 1
x = 0
y = 0


[State 1980]
type = PosSet
trigger1 = 1
x = (enemynear,pos x)-(-20*facing)
y = ((enemynear,const(size.head.pos.y))+(enemynear,pos y)-10)

[State 1980]
type = Turn
trigger1 = enemynear,facing = facing


[State -2]
type = VarSet
trigger1 = time = 0
fv = 6
value = 256
[State -2]
type = VarAdd
trigger1 = root,var(11) <= 0
trigger1 = root,var(25)%100 = 9
trigger2 = root,var(10) <= 0
trigger2 = root,var(25)%100 = 10
fv = 6
value = -20
[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 0, (floor(256-fvar(6)))


[State 1980, ステート変更]
type = DestroySelf
triggerall = fvar(6) <= 20
trigger1 = root,var(11) <= 0
trigger1 = root,var(25)%100 = 9
trigger2 = root,var(10) <= 0
trigger2 = root,var(25)%100 = 10



;---------------------------------------------------------------------------
;陰陽術
[Statedef 2000]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2000
sprpriority = 2
facep2 = 1







[State 2000]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))

[State 2000]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(21) != 2
v = 21
value = (random%2)
[State 2000]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) > 0
trigger1 = var(10) > 50
trigger1 = var(21) = 1
v = 21
value = 2*(random%2)






[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State -2]
type = posAdd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 5

[State -2]
type = VelAdd
trigger1 = animelem = 4
x = 3.6


[State 2000]
type = PlaySnd
trigger1 = animelem = 4
value = 1700, 0
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 220,0+random%2
channel = 0
ignorehitpause = 1



[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, SA
damage = (8+floor(42*fvar(1))),5
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -50
hitsound = s12, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 30
ground.velocity = -5,-5
airguard.velocity = -5,-3
air.type = low
air.velocity = -5,-5
air.hittime = 30
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, SA
damage = (8+floor(42*fvar(1))),5
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -50
hitsound = s12, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 30
ground.velocity = -5,-5
airguard.velocity = -5,-3
air.type = low
air.velocity = -5,-5
air.hittime = 30
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0




[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*(0.75+0.2*(var(49)=1)))
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*(0.55+0.3*(var(49)=1))
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*(0.9+0.05*(var(49)=1))
persistent = 0
ignorehitpause = 1



[State 2000]
type = TargetState
trigger1 = movehit
trigger1 = var(21) = 0
trigger1 = numtarget > 0
trigger1 = helper(7060),var(8) <= 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2020
[State 2000]
type = TargetState
trigger1 = movehit
trigger1 = var(21) = 1
trigger1 = numtarget > 0
trigger1 = helper(7060),var(8) <= 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2022
[State 2000]
type = TargetState
trigger1 = movehit
trigger1 = var(21) = 2
trigger1 = numtarget > 0
trigger1 = helper(7060),var(8) <= 1
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2024


[State -1]
type = StateTypeSet
trigger1 = animelemtime(5) >= 6
trigger1 = numtarget > 0
trigger1 = target,stateno != [2020,2029]
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(5) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = numtarget > 0
trigger1 = target,stateno = [2020,2029]
value = 2010
ctrl = 0
[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;陰陽術(ヒット時-A)
[Statedef 2010]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2010
sprpriority = 2
facep2 = 1

[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2000]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1



[State 2000]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "ef"
ID = 2030
pos = 0, 0
postype = p1
facing = -1
stateno = (2030+var(21))
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0;1.5
size.yscale = 1.0;1.5

[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0


[State 2000]
type = PlaySnd
trigger1 = animelem = 3
value = 2000, 0
channel = -1
[State 2000]
type = PlaySnd
trigger1 = animelemtime(4) = 100
value = 2000, 1
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2001,((var(21)*2)+random%2)
channel = 0
ignorehitpause = 1



[State 2000]
type = TargetLifeAdd
trigger1 = var(21) = 0
trigger1 = animelemtime(4) = 120
value = (-60-60*(var(49)=1))
kill = 1
absolute = 1
[State 2000]
type = LifeAdd
trigger1 = var(21) = 0
trigger1 = animelemtime(4) = 120
value = (60+60*(var(49)=1))
kill = 1
absolute = 1
[State 2000]
type = TargetState
trigger1 = var(21) = 0
trigger1 = animelemtime(4) = 120
value = 2021


[State 2000]
type = VarSet
trigger1 = var(21) = 1
trigger1 = animelemtime(4) = 120
v = 10
value = (500+500*(var(49)=1))
[State 2000]
type = TargetState
trigger1 = var(21) = 1
trigger1 = animelemtime(4) = 120
value = 2023



[State 2000]
type = TargetState
trigger1 = var(21) = 2
trigger1 = animelemtime(4) = 120
trigger1 = helper(7060),var(8) <= 1
value = 2025
[State 2000]
type = TargetState
trigger1 = var(21) = 2
trigger1 = animelemtime(4) = 120
trigger1 = helper(7060),var(8) > 1
value = 2026



[State 1200]
type = BGPalFX
trigger1 = time <= 13
time = 1
add = 0,0,0
mul = (256-(time*15)),(256-(time*15)),(256-(time*15))
[State 1200]
type = BGPalFX
trigger1 = time > 13
trigger1 = time < 120
time = 1
add = 0,0,0
mul = 56,56,56
[State 1200]
type = BGPalFX
trigger1 = time >= 120
trigger1 = time <= 133
time = 1
add = 0,0,0
mul = (56+((time-120)*15)),(56+((time-120)*15)),(56+((time-120)*15))



[State -1]
type = AttackDist
trigger1 = 1
value = 0


[State 2000]
type = VarSet
trigger1 = AnimTime = 0
v = 21
value = 0


[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;陰陽術-相手1
[Statedef 2020]
type     = S
movetype = H
physics  = N
sprpriority = 1
velset = -4,0

[State -2]
type = VelAdd
trigger1 = vel x < 0
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x >= 0
x = 0

[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2000]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim
trigger1 = time = 1
value = 5002;1101


;---------------------------------------------------------------------------
;陰陽術-相手2
[Statedef 2021]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1


[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 2000]
type = PalFX
trigger1 = time = 1
time = 30
add = 44,44,44
mul = 256,256,256
sinadd = 44,44,44,60
ignorehitpause = 1


[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim2
trigger1 = time = 1
value = 1107

[State 2000]
type = SelfState
trigger1 = animtime >= 0
trigger1 = time >= 25
value = 5110
ctrl = 0


;---------------------------------------------------------------------------
;陰陽術-相手1
[Statedef 2022]
type     = S
movetype = H
physics  = N
sprpriority = 1
velset = -4,0

[State -2]
type = VelAdd
trigger1 = vel x < 0
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x >= 0
x = 0

[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2000]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim
trigger1 = time = 1
value = 5002;1101


;---------------------------------------------------------------------------
;陰陽術-相手2
[Statedef 2023]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1


[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 2000]
type = PalFX
trigger1 = time = 1
time = 30
add = 144,0,0
mul = 256,256,256
sinadd = 144,0,0,60
ignorehitpause = 1


[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim2
trigger1 = time = 1
value = 1107

[State 2000]
type = SelfState
trigger1 = animtime >= 0
trigger1 = time >= 25
value = 5110
ctrl = 0

;---------------------------------------------------------------------------
;陰陽術-相手1
[Statedef 2024]
type     = S
movetype = H
physics  = N
sprpriority = 1
velset = -4,0

[State -2]
type = VelAdd
trigger1 = vel x < 0
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x >= 0
x = 0

[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2000]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim
trigger1 = time = 1
value = 5002;1101


;---------------------------------------------------------------------------
;陰陽術-相手2
[Statedef 2025]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 2000]
type = ChangeAnim
Trigger1 = 1
value = 5002

[State 2000]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 2000]
type = PalFX
trigger1 = 1
time = 2
add = 0,0,0
mul = 256,256,256
color = 0
ignorehitpause = 1



[State 2000]
type = PosSet
trigger1 = 1
y = 0


[State 2000]
type = ChangeState
trigger1 = time >= 200
value = 2026
ctrl = 0


;---------------------------------------------------------------------------
;陰陽術-相手3
[Statedef 2026]
type     = A
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1


[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 2000]
type = PalFX
trigger1 = time = 1
time = 1
add = 0,0,0
mul = 256,256,256
color = 1
ignorehitpause = 1


[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim2
trigger1 = time = 1
value = 1107

[State 2000]
type = SelfState
trigger1 = animtime >= 0
trigger1 = time >= 25
value = 5110
ctrl = 0

;---------------------------------------------------------------------------
;陰陽術エフェクト-1
[Statedef 2030]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 2031
sprpriority = 4



[State 2030]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = -100
[State 2030]
type = PosSet
trigger1 = time >= 100
x = enemynear,pos x
y = (-100+1*(time-100))

[State 2030]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2030]
type = VarSet
trigger1 = time = 1
fv = 5
value = 1
[State 2030]
type = VarAdd
trigger1 = time >= 100
fv = 5
value = -0.03

[State 2030]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(5)

[State 2030]
type = Trans
trigger1 = 1
trans = add
[State 2030]
type = Trans
trigger1 = time < 10
trans = addalpha
alpha = 0+time*25, 256
[State 2030]
type = Trans
trigger1 = time >= 120
trans = addalpha
alpha = (256-(time-120)*25), 256

[State 2030]
type = destroyself
trigger1 = time >= 130

;---------------------------------------------------------------------------
;陰陽術エフェクト-2
[Statedef 2031]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 2032
sprpriority = 4



[State 2030]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = -110
[State 2030]
type = PosSet
trigger1 = time >= 100
x = enemynear,pos x
y = (-110+1*(time-100))

[State 2030]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2030]
type = VarSet
trigger1 = time = 1
fv = 5
value = 1
[State 2030]
type = VarAdd
trigger1 = time >= 100
fv = 5
value = -0.03

[State 2030]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(5)

[State 2030]
type = Trans
trigger1 = 1
trans = add
[State 2030]
type = Trans
trigger1 = time < 10
trans = addalpha
alpha = 0+time*25, 256
[State 2030]
type = Trans
trigger1 = time >= 120
trans = addalpha
alpha = (256-(time-120)*25), 256

[State 2030]
type = destroyself
trigger1 = time >= 130

;---------------------------------------------------------------------------
;陰陽術エフェクト-2
[Statedef 2032]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 2033
sprpriority = 4



[State 2030]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = -100
[State 2030]
type = PosSet
trigger1 = time >= 100
x = enemynear,pos x
y = (-100+1*(time-100))

[State 2030]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2030]
type = VarSet
trigger1 = time = 1
fv = 5
value = 1
[State 2030]
type = VarAdd
trigger1 = time >= 100
fv = 5
value = -0.03

[State 2030]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(5)

[State 2030]
type = Trans
trigger1 = 1
trans = add
[State 2030]
type = Trans
trigger1 = time < 10
trans = addalpha
alpha = 0+time*25, 256
[State 2030]
type = Trans
trigger1 = time >= 120
trans = addalpha
alpha = (256-(time-120)*25), 256

[State 2030]
type = destroyself
trigger1 = time >= 130




;---------------------------------------------------------------------------
;風水
[Statedef 2050]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2050
sprpriority = 2
facep2 = 1


[State 2050]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))

[State 2050]
type = ChangeAnim
trigger1 = time = 1
value = 2050


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -1]
type = VarSet
trigger1 = time = 1
v = 10
value = floor(enemynear,pos x)

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2051,0+(var(21)=1)*2+(var(21)=2)*3
channel = 0
ignorehitpause = 1


[State 2050]
type = Helper
trigger1 = animelem = 5
trigger1 = var(21) = 0
helpertype = normal
name = "tsuta"
ID = 2060
pos = 0, 0
postype = p2
facing = -1
stateno = 2060
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2050]
type = Helper
trigger1 = animelem = 5
trigger1 = var(21) = 1
helpertype = normal
name = "kaze"
ID = 2070
pos = (var(10)+160-facing*40),0
postype = left
facing = facing
stateno = 2070
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2050]
type = Helper
trigger1 = animelem = 5
trigger1 = var(21) = 2
helpertype = normal
name = "sui"
ID = 2080
pos = (var(10)+160-facing*40),0
postype = left
facing = facing
stateno = 2080
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[State 2050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;蔦地獄1
[Statedef 2060]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2060
sprpriority = 4

[State 2060]
type = AssertSpecial
trigger1 = 0
flag = noshadow

[State 2060]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = PlaySnd
trigger1 = anim = 2060
trigger1 = animelem = 1
value = 2050, 0
channel = -1
persistent = 0

[State 2000, ヒット定義]
type = HitDef
trigger1 = anim = 2060
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 0
attr = S, SP
damage = (2+floor(18*(root,fvar(1)))),2
animtype = hard
guardflag = M
hitflag = M
priority = 3, Hit
pausetime = 4, 70
guard.pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(-40+enemynear,pos y)
hitsound = s7, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 18
ground.velocity = -2.3,0
guard.velocity = -1.6
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -2.3,0
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 0
kill = (root,var(28))
sprpriority = 1
[State 2000, ヒット定義]
type = HitDef
trigger1 = anim = 2060
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = root,var(49) = 1
attr = S, SP
damage = (2+floor(18*(root,fvar(1)))),2
animtype = hard
guardflag = 
hitflag = M
priority = 3, Hit
pausetime = 4, 70
guard.pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(-40+enemynear,pos y)
hitsound = s7, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 18
ground.velocity = -2.3,0
guard.velocity = -1.6
airguard.velocity = -1.1,-3.0
air.type = High
air.velocity = -2.3,0
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 0
kill = (root,var(28))
sprpriority = 1

;同技処理
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 11
value = (root,var(11)+1)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = root,var(11) >= 2
fv = 1
value = (root,fvar(1))*0.1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = root,var(11) >= 2
fv = 4
value = (root,fvar(4))*0.2
persistent = 0
ignorehitpause = 1




[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.6)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.75
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.88
persistent = 0
ignorehitpause = 1


[State 2050]
type = VarSet
trigger1 = movehit
v = 20
value = (enemynear,gethitvar(hitcount))
persistent = 0

[State 2050]
type = TargetBind
trigger1 = (numexplod(2062) > 0)
trigger1 = movehit
trigger1 = (enemynear,movetype = H) && (enemynear,stateno != [120,155]) && (enemynear,gethitvar(hitcount) = var(20))
trigger1 = numtarget > 0
time = 1
pos = 0, 0


[State 2050]
type = Explod
trigger1 = movehit
anim = 2062
ID = 2062
pos = 0, -50
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0
[State 2050]
type = Explod
trigger1 = (numexplod(2062) > 0)
trigger1 = movehit
trigger1 = (enemynear,movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,gethitvar(hitcount) != var(20))
anim = 2063
ID = 2063
pos = 0, -50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0
[State 2050]
type = RemoveExplod
trigger1 = (numexplod(2062) > 0)
trigger1 = movehit
trigger1 = (enemynear,movetype != H) || (enemynear,stateno = [120,155]) || (enemynear,gethitvar(hitcount) != var(20))
ID = 2062



[State -1]
type = AttackDist
trigger1 = animelemtime(5) >= 0
trigger2 = movecontact || MoveReversed
trigger3 = root,var(49) = 1
value = 0





[State -1]
type = ChangeState
trigger1 = (movecontact = 0) || (numexplod(2062) = 0)
trigger1 = time > 45
value = 2061
ctrl = 0
;---------------------------------------------------------------------------
;蔦地獄2
[Statedef 2061]
type     = A
movetype = I
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2061
sprpriority = 4

[State 2060]
type = AssertSpecial
trigger1 = 0
flag = noshadow

[State 2060]
type = PosSet
trigger1 = 1
y = 0

[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -1]
type = DestroySelf
trigger1 = (numexplod(2062) = 0)
trigger1 = (numexplod(2063) = 0)
trigger1 = time > 13



;---------------------------------------------------------------------------
;突風1
[Statedef 2070]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2071
sprpriority = 4

[State 2070]
type = AssertSpecial
trigger1 = 0
flag = noshadow


[State 2070]
type = PosSet
trigger1 = time = 1
y = 0

[State 2000]
type = PlaySnd
trigger1 = animelem = 1
value = 2050, 3
channel = -1
persistent = 0

[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (4+floor(41*(root,fvar(1)))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.pausetime = 4, 4
guard.sparkno = s7010
sparkno = -1;s7032
sparkxy = -10, floor(-40+enemynear,pos y)
hitsound = -1;s7, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 35
ground.velocity = -2,-9
guard.velocity = -6.5
airguard.velocity = -3.8,-5.4
air.type = High
air.velocity = -2,-9
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
sprpriority = 1



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 13
value = 0
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 12
value = 50
persistent = 0
ignorehitpause = 1


[State 2050]
type = Explod
trigger1 = time = 1
anim = 2070
ID = 2070
pos = 50, -50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = animelemtime(3) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State -1]
type = destroyself
trigger1 = (numexplod(2070) = 0)
trigger1 = animelemtime(3) >= 0
;---------------------------------------------------------------------------
;水塊
[Statedef 2080]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2081
sprpriority = 4

[State 2080]
type = AssertSpecial
trigger1 = 0
flag = noshadow


[State 2080]
type = PosSet
trigger1 = time = 1
y = 0

[State 2000]
type = PlaySnd
trigger1 = animelem = 1
value = 2050, 2
channel = -1
persistent = 0

[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (8+floor(72*(root,fvar(1)))),8
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
guard.pausetime = 4, 4
guard.sparkno = s7010
sparkno = -1;s7032
sparkxy = -10, floor(-40+enemynear,pos y)
hitsound = -1;s7, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = (46+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
ground.hittime  = (46+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
guard.ctrltime = 35
ground.velocity = -4.2,0
guard.velocity = -2.6
airguard.velocity = -2.2,-2.1
air.type = High
air.velocity = -3,-3
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
air.fall = 1
kill = (root,var(28))
sprpriority = 1



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State 2050]
type = Explod
trigger1 = time = 1
anim = 2080
ID = 2080
pos = 50, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = animelemtime(3) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State -1]
type = destroyself
trigger1 = (numexplod(2080) = 0)
trigger1 = animelemtime(3) >= 0

;---------------------------------------------------------------------------
;ジャンプ1
[Statedef 2100]
type     = U
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 2100
poweradd = 0
sprpriority = 2
facep2 = 1


[State 2100]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State -2]
type = VelSet
trigger1 = 1
y = 0

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2101,0+random%2
channel = 0
ignorehitpause = 1


[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = animtime = 0
value = s375, 0
channel = -1
persistent = 0

[State -1]
type = AttackDist
trigger1 = 1
value = 0



[State 2100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101
ctrl = 0


;---------------------------------------------------------------------------
;ジャンプ2
[Statedef 2101]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 2101
poweradd = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VelSet
trigger1 = 1
x = 0
[State -2]
type = VelSet
trigger1 = 1
y = -20

[State 2100]
type = AfterImage
trigger1 = var(21) = 0
trigger1 = time = 1
time = 500
length = 10
palbright = 90,90,90
palcontrast = 50,50,220
palpostbright = 0,0,0
[State 2100]
type = AfterImage
trigger1 = var(21) = 1
trigger1 = time = 1
time = 500
length = 10
palbright = 90,90,90
palcontrast = 220,220,50
palpostbright = 0,0,0
[State 2100]
type = AfterImage
trigger1 = var(21) = 2
trigger1 = time = 1
time = 500
length = 10
palbright = 90,90,90
palcontrast = 220,50,50
palpostbright = 0,0,0


[State 2100]
type = NotHitBy
trigger1 = time >= 5
value = ,AP
time = 2


[State 2100]
type = ScreenBound
trigger1 = 1
value = 1


[State -1]
type = AttackDist
trigger1 = 1
value = 0


[State 2100, ステート変更]
type = ChangeState
trigger1 = time > floor((60-(var(21)=0)*50-(var(21)=1)*35)/(1+1*(var(49)=1)))
value = 2102
ctrl = 0
;---------------------------------------------------------------------------
;ジャンプ3
[Statedef 2102]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 2102
poweradd = 0
sprpriority = 2



[State -2]
type = VelSet
trigger1 = 1
x = 0
[State -2]
type = VelSet
trigger1 = var(49) = 0
y = (18+var(21)*5)
[State -2]
type = VelSet
trigger1 = var(49) = 1
y = 30


[State -2]
type = PosSet
trigger1 = time = 1
x = (enemynear,pos x-5*(facing))
y = -450

[State 2100]
type = ScreenBound
trigger1 = 1
value = 1

[State 2100]
type = PlayerPush
trigger1 = 1
value = 0





[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(21) = 0
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, SA
damage = (10+floor((90+var(21)*10)*fvar(1))),10
animtype = hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -16
hitsound = s7, 2
guardsound = s7, 3
ground.type = high
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 28+7*(var(49)=1)
ground.velocity = -4.9,-11.9
airguard.velocity = -2.9,25
air.type = High
air.velocity = -4.9,-11.9
air.hittime = 999
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = 999
fall = 1
kill = var(28)
[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(21) = 0
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, SA
damage = (10+floor((90+var(21)*10)*fvar(1))),10
animtype = hard
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -16
hitsound = s7, 2
guardsound = s7, 3
ground.type = high
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 28+7*(var(49)=1)
ground.velocity = -4.9,-11.9
airguard.velocity = -2.9,25
air.type = High
air.velocity = -4.9,-11.9
air.hittime = 999
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = 999
fall = 1
kill = var(28)



[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(21) = 1
attr = S, SA
damage = (12+floor((103+var(21)*10)*fvar(1))),12
animtype = hard
guardflag = H
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -16
hitsound = s7, 2
guardsound = s7, 3
ground.type = high
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 31+7*(var(49)=1)
ground.velocity = -4.9,-11.9
airguard.velocity = -2.9,25
air.type = High
air.velocity = -4.9,-11.9
air.hittime = 999
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = 999
fall = 1
kill = var(28)


[State 2000, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(21) = 2
attr = S, SA
damage = (15+floor((135+var(21)*10)*fvar(1))),15
animtype = hard
guardflag = 
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -16
hitsound = s7, 2
guardsound = s7, 3
ground.type = high
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*20)
guard.ctrltime = 23
ground.velocity = -3.9,-11.9
airguard.velocity = -2.9,25
air.type = High
air.velocity = -3.9,-11.9
air.hittime = 999
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = 999
fall = 1
kill = var(28)






[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.95)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.82
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.96
persistent = 0
ignorehitpause = 1









[State -1]
type = AttackDist
trigger1 = var(21) = 2
value = 0


[State 2100]
type = NotHitBy
trigger1 = 1
value = ,AP
time = 2

[State 2100]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = var(49) = 0
value = 2140
persistent = 0
ignorehitpause = 1
[State 2100]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = var(29) = 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
trigger1 = (fvar(13)>1&&var(29)=0)||(var(37)>0)
trigger1 = var(49) = 0
value = 2143
persistent = 0
ignorehitpause = 1
[State 2100]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = var(49) = 1
value = 2146
persistent = 0
ignorehitpause = 1

[State 5100, 8]
type = GameMakeAnim
trigger1 = pos y > -5
value = 62
pos = 0, 0
under = 0
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = pos y > -5
value = F7, 2
persistent = 0



[State -1]
type = EnvShake
triggerall = var(21) = 0
trigger1 = movecontact
trigger2 = pos y > -5
time = 10
freq = 60
ampl = -3
phase = 0
ignorehitpause = 1
[State -1]
type = EnvShake
triggerall = var(21) = 1
trigger1 = movecontact
trigger2 = pos y > -5
time = 20
freq = 90
ampl = -4
phase = 0
ignorehitpause = 1
[State -1]
type = EnvShake
triggerall = var(21) = 2
trigger1 = movecontact
trigger2 = pos y > -5
time = 30
freq = 120
ampl = -5
phase = 0
ignorehitpause = 1

[State 2100, ステート変更]
type = ChangeState
trigger1 = pos y > -5
trigger2 = movecontact || movereversed && (helper(7060),var(57) = 1)
trigger2 = var(21) := 10 || 1
trigger3 = movereversed
value = 2103
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;ジャンプ4
[Statedef 2103]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 2103
poweradd = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VelSet
trigger1 = 1
x = 0
y = 0


[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 2100, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 2104
ctrl = 0


;---------------------------------------------------------------------------
;ジャンプ5
[Statedef 2104]
type     = A
movetype = A
physics  = A
juggle   = 1
ctrl     = 0
anim     = 43
poweradd = 0
sprpriority = 2



[State -2]
type = VelSet
trigger1 = time = 1
x = -2.6
y = -9.6
[State -2]
type = VelAdd
trigger1 = 1
y = 0.4

[State 2100]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = anim = 43
value = 46


[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 2100, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
;(やられ)-1
[Statedef 2140]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State -1]
type = ChangeAnim2
trigger1 = time = 1
value = 1640



[State -1]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2141

;---------------------------------------------------------------------------
;(やられ)-2
[Statedef 2141]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = VelSet
trigger1 = time = 1
x = -3.9
y = 25.4

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.46

[State 2100]
type = ChangeAnim2
trigger1 = time = 1
value = 1641
elem = 1


[State 5100, 8]
type = GameMakeAnim
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = vel y > 0
trigger1 = pos y > 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
persistent = 0

[State 2100, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 2142
ctrl = 0


;---------------------------------------------------------------------------
;(やられ)-3
[Statedef 2142]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = PosSet
trigger1 = time = 1
y = 0
[State 5100, 8]
type = GameMakeAnim
trigger1 = time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
[State 5100, 10]
type = PlaySnd
trigger1 = time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2100]
type = VelSet
trigger1 = time = 1
x = -2.4
y = -12.6

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.43

[State -1]
type = ChangeAnim2
trigger1 = time = 1
value = 2140

[State -1]
type = AngleDraw
trigger1 = 1
value = floor((gametime%8)/2)*90

[State 2100, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 10
value = 5100
ctrl = 0


;---------------------------------------------------------------------------
;(やられ)-1
[Statedef 2143]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State -1]
type = ChangeAnim2
trigger1 = time = 1
value = 1640



[State -1]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2144

;---------------------------------------------------------------------------
;(やられ)-2
[Statedef 2144]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = VelSet
trigger1 = time = 1
x = -3.9
y = 25.4

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.46

[State 2100]
type = ChangeAnim2
trigger1 = time = 1
value = 1641
elem = 1


[State 5100, 8]
type = GameMakeAnim
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = vel y > 0
trigger1 = pos y > 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
persistent = 0

[State 2100, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 2145
ctrl = 0


;---------------------------------------------------------------------------
;(やられ)-3
[Statedef 2145]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = PosSet
trigger1 = time = 1
y = 0
[State 5100, 8]
type = GameMakeAnim
trigger1 = time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
[State 5100, 10]
type = PlaySnd
trigger1 = time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2100]
type = VelSet
trigger1 = time = 1
x = -2.2
y = -14.9

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.43

[State -1]
type = ChangeAnim2
trigger1 = time = 1
value = 2140

[State -1]
type = AngleDraw
trigger1 = 1
value = (gametime*35)

[State 2100, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 10
value = 5100
ctrl = 0



;---------------------------------------------------------------------------
;(やられ)-1
[Statedef 2146]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State -1]
type = ChangeAnim2
trigger1 = time = 1
value = 1640



[State -1]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2147

;---------------------------------------------------------------------------
;(やられ)-2
[Statedef 2147]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = VelSet
trigger1 = time = 1
x = -3.9
y = 35.4

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.46

[State 2100]
type = ChangeAnim2
trigger1 = time = 1
value = 1641
elem = 1


[State 5100, 8]
type = GameMakeAnim
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
persistent = 0
[State 5100, 10]
type = PlaySnd
trigger1 = vel y > 0
trigger1 = pos y > 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
persistent = 0

[State 2100, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 20
value = 2148
ctrl = 0


;---------------------------------------------------------------------------
;(やられ)-3
[Statedef 2148]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2

[State 2100]
type = PosSet
trigger1 = time = 1
y = 0
[State 5100, 8]
type = GameMakeAnim
trigger1 = time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
[State 5100, 10]
type = PlaySnd
trigger1 = time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2100]
type = VelSet
trigger1 = time = 1
x = -1.9
y = -12.9

[State 2100]
type = VelAdd
trigger1 = 1
y = 0.43

[State -1]
type = ChangeAnim2
trigger1 = time = 1
value = 2140

[State -1]
type = AngleDraw
trigger1 = 1
value = (gametime*35)

[State 2100, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 10
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;引き出す
[Statedef 2150]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2150
sprpriority = 2
facep2 = 1


[State 2150]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))

[State 2150]
type = ChangeAnim
trigger1 = time = 1
value = (2150+var(21)+3*(var(49)=1))


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0




[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2151,(var(21)*2+random%2)
channel = 0
ignorehitpause = 1


[State 2050]
type = Helper
trigger1 = numhelper(2195) = 0
helpertype = normal
name = "katana"
ID = 2195
pos = 0, 0
postype = p1
facing = 1
stateno = 2195
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
persistent = 0


[State 2050]
type = Helper
trigger1 = animelem = 2
trigger1 = var(21) = 0
helpertype = normal
name = "kotetsu"
ID = 2160
pos = 0, 0
postype = p1
facing = 1
stateno = 2160
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2050]
type = NotHitBy
trigger1 = var(21) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) <= 30
value = SCA
time = 1
ignorehitpause = 1
[State -1]
type = AttackDist
triggerall = var(21) = 0
trigger1 = time > 36
trigger2 = numhelper(2160) > 0
trigger2 = helper(2160),var(20) = 1
trigger3 = numhelper(2160) > 0
trigger3 = (helper(2160),movecontact) || (helper(2160),MoveReversed)
value = 0




[State 2160]
type = Explod
trigger1 = animelem = 4
trigger1 = var(21) = 1
anim = 2189
ID = 2189
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 30
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 5
ignorehitpause = 1
removeongethit = 1
ownpal = 1
[State 2160]
type = Explod
trigger1 = animelem = 4
trigger1 = var(21) = 1
anim = 2190
ID = 2190
pos = 10, -50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ignorehitpause = 1
removeongethit = 1
ownpal = 1
[State -1]
type = AttackDist
trigger1 = var(21) = 1
value = 0
[State -3, ボイス]
type = PlaySnd
triggerall = var(21) = 1
triggerall = Alive
trigger1 = animelemtime(4) = 1
value = 2150,8
channel = -1
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = var(21) = 1
triggerall = Alive
trigger1 = animelemtime(5) = 1
value = 2150,6
channel = -1
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = var(21) = 1
triggerall = Alive
trigger1 = animelemtime(6) = 1
value = 2150,7
channel = -1
ignorehitpause = 1
[State -3]
type = LifeAdd
triggerall = var(21) = 1
trigger1 = animelemtime(6) = 1
value = 80+70*(var(49)=1)
[State -3]
type = PalFX
triggerall = !ishelper
triggerall = var(21) = 1
trigger1 = animelemtime(6) = 1
time = 30
add = 40,40,0
mul = 256,256,256
sinadd = 80,80,0,60
[State -1]
type = AttackDist
triggerall = var(21) = 1
trigger1 = !ishelper
value = 0



[State 2050]
type = Helper
trigger1 = animelem = 4
trigger1 = var(21) = 2
helpertype = normal
name = "kikuichi"
ID = 2191
pos = 0, 0
postype = p1
facing = 1
stateno = 2191
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1




[State 2150, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;虎鉄
[Statedef 2160]
type     = A
movetype = A
physics  = N
velset   = 0,0
anim = 2160
sprpriority = 4

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = root,var(49) = 1
value = 2161

[State 2160]
type = VarSet
trigger1 = time = 1
v = 20
value = 0
[State 2160]
type = VarSet
trigger1 = root,stateno != 2150
v = 20
value = 1

[State 2160, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s2150, 0
channel = -1
[State 2160, 音を鳴らす]
type = PlaySnd
trigger1 = time = 25
value = s2150, 2
channel = -1

[State 2160]
type = PosSet
trigger1 = 1
x = (root,pos x)-80*facing
y = root,pos y

[State 2160]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2160]
type = Explod
trigger1 = time = 1
anim = 2180
ID = 2180
pos = 65, -60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ignorehitpause = 1
[State 2160]
type = Explod
trigger1 = time = 15
anim = 2181
ID = 2181
pos = 55, -70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ignorehitpause = 1
[State 2160]
type = Explod
trigger1 = time = 10
anim = 2186
ID = 2186
pos = 80, -50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ignorehitpause = 1
[State 2160]
type = Explod
trigger1 = time = 15
anim = 2188
ID = 2188
pos = 85, -35
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.3, 1.3
sprpriority = 4
ignorehitpause = 1

[State 2160]
type = RemoveExplod
triggerall = numexplod(2180) > 0
trigger1 = var(20) = 1
ID = 2180
[State 2160]
type = RemoveExplod
triggerall = numexplod(2181) > 0
trigger1 = var(20) = 1
ID = 2181
[State 2160]
type = RemoveExplod
triggerall = numexplod(2182) > 0
trigger1 = var(20) = 1
ID = 2186
[State 2160]
type = RemoveExplod
triggerall = numexplod(2183) > 0
trigger1 = var(20) = 1
ID = 2187
[State 2160]
type = RemoveExplod
triggerall = numexplod(2184) > 0
trigger1 = var(20) = 1
ID = 2188






[State 2150, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(20) = 0
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = (10+floor(70*(root,fvar(1)))),10
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 6, (6+14*(root,var(49)=1))
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -46
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
guard.ctrltime = 30
ground.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
guard.velocity = -6.5
airguard.velocity = -3.5,-6.5
air.type = High
air.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
air.hittime = 20
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(40*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*30)
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
[State 2150, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(20) = 0
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = (10+floor(70*(root,fvar(1)))),10
animtype = hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 6, (6+14*(root,var(49)=1))
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -46
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
guard.ctrltime = 30
ground.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
guard.velocity = -6.5
airguard.velocity = -3.5,-6.5
air.type = High
air.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
air.hittime = 20
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(40*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*30)
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;消去用
[State 2150, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(20) = 1
attr = S, SP
damage = (16+floor(79*(root,fvar(1)))),9
animtype = hard
guardflag = MA
hitflag = 
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -36
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 22
ground.velocity = -3.3,(-4.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*2)
guard.velocity = -3.2
airguard.velocity = -2.5,-3.5
air.type = High
air.velocity = -3.3,(-4.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*2)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(30*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*15)
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
fv = 1
value = ((root,fvar(1))*0.8)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.67
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.92
persistent = 0
ignorehitpause = 1



[State -1]
type = AttackDist
trigger1 = animelemtime(3) >= 0 || var(20) = 1
trigger2 = movecontact || MoveReversed
value = 0



[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1


[State 2160]
type = destroyself
trigger1 = animtime >= 0 || var(20) = 1
trigger1 = numexplod = 0




;---------------------------------------------------------------------------
;菊一文字
[Statedef 2191]
type     = A
movetype = A
physics  = N
velset   = 0,0
anim = 2191
sprpriority = 4



[State 2190]
type = PosSet
trigger1 = time = 1
x = (enemynear,pos x)-80*facing
y = 0

[State 2190]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2190]
type = Explod
trigger1 = time = 5
anim = 2192
ID = 2192
pos = 80, -60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ignorehitpause = 1
[State 2190]
type = Explod
trigger1 = time = 5
anim = 2193
ID = 2193
pos = 80, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 1
ignorehitpause = 1


[State 2190]
type = PlaySnd
trigger1 = animelem = 2
value = 2150, 3
channel = -1


[State 2190, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (7+floor(58*(root,fvar(1)))),7
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -46
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = floor(40+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 30
ground.velocity = -5.9,0
guard.velocity = -3.9
airguard.velocity = -2.5,-3.5
air.type = High
air.velocity = -4.6,(-4.8-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*2.4)
air.hittime = 15
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(20+20*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*20)
air.fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
fv = 1
value = ((root,fvar(1))*0.82)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.94
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.97
persistent = 0
ignorehitpause = 1



[State -1]
type = AttackDist
trigger1 = animelemtime(3) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State 2190]
type = destroyself
trigger1 = animtime >= 0
trigger1 = numexplod = 0


;---------------------------------------------------------------------------
;刀表示用ヘルパー
[Statedef 2195]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim = 0
sprpriority = 4




[State 2190]
type = VarSet
trigger1 = time = 1
v = 20
value = 0
[State 2190]
type = VarSet
trigger1 = root,animelemtime(1) >= 0
trigger1 = root,animelemtime(2) < 0
trigger2 = root,animelemtime(8) >= 0
v = 20
value = 1
[State 2190]
type = VarSet
trigger1 = root,animelemtime(2) >= 0
trigger1 = root,animelemtime(3) < 0
trigger2 = root,animelemtime(7) >= 0
trigger2 = root,animelemtime(8) < 0
v = 20
value = 2
[State 2190]
type = VarSet
trigger1 = root,animelemtime(3) >= 0
trigger1 = root,animelemtime(4) < 0
trigger2 = root,animelemtime(6) >= 0
trigger2 = root,animelemtime(7) < 0
v = 20
value = 3
[State 2190]
type = VarSet
trigger1 = root,animelemtime(4) >= 0
trigger1 = root,animelemtime(5) < 0
v = 20
value = 4
[State 2190]
type = VarSet
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(6) < 0
v = 20
value = 5


[State 2190]
type = VarSet
trigger1 = time = 1
v = 21
value = (root,var(21))



[State 2190]
type = VarSet
trigger1 = time = 1
v = 22
value = 256
[State 2190]
type = VarAdd
triggerall = var(22) > 0
trigger1 = root,animelemtime(5) >= 35
trigger1 = root,var(21) = 0
trigger2 = root,animelemtime(5) >= 25
trigger2 = root,var(21) = 1
trigger3 = root,animelemtime(5) >= 20
trigger3 = root,var(21) = 2
v = 22
value = -25
[State 2190]
type = VarSet
trigger1 = var(22) < 0
v = 22
value = 0
[State 2190]
type = Trans
trigger1 = var(22) < 256
trans = addalpha
alpha = (var(22)),(256-var(22))


[State 2190]
type = ChangeAnim
trigger1 = var(21) = 0
value = 2195
elem = (var(20))
[State 2190]
type = ChangeAnim
trigger1 = var(21) = 1
value = 2196
elem = (var(20))
[State 2190]
type = ChangeAnim
trigger1 = var(21) = 2
value = 2197
elem = (var(20))


[State 2190]
type = PosSet
trigger1 = 1
x = root,pos x
y = root,pos y


[State 2190]
type = destroyself
trigger1 = root,stateno != 2150
trigger2 = var(22) < 10
trigger2 = root,animelemtime(6) >= 0



;---------------------------------------------------------------------------
;投げる
[Statedef 2200]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2200
sprpriority = 2
facep2 = 1


[State 2200]
type = VarSet
trigger1 = time = 1
trigger1 = var(59) = 0
v = 21
value = ifelse((command = "22_a" || helper(7065),var(11) > 0),0,(ifelse((command = "22_b" || helper(7065),var(10) > 0),1,2)))

[State 2200]
type = ChangeAnim
trigger1 = time = 1
value = 2200


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2201,0+random%2
channel = 0
ignorehitpause = 1







;メモ：順番
;かとんのたま
;刀
;手裏剣
;らいじんのたま
;槍
;エアナイフ
;ハンマー
;アイスブランド
;ひょうすいのたま
;さんごの剣
;騎士剣
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 0
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 10)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 11)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 0)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "honotama"
ID = 2210
pos = -35, -60
postype = p1
facing = 1
stateno = 2210
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 1
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 11)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 0)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 1)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "katana"
ID = 2221
pos = -35, -55
postype = p1
facing = 1
stateno = 2221
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 2
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 0)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 1)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 2)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "syuriken"
ID = 2215
pos = -35, -55
postype = p1
facing = 1
stateno = 2215
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 3
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 1)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 2)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 3)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "raijin"
ID = 2212
pos = -35, -60
postype = p1
facing = 1
stateno = 2212
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 4
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 2)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 3)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 4)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "yari"
ID = 2222
pos = -35, -60
postype = p1
facing = 1
stateno = 2222
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 5
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 3)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 4)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 5)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "naihu"
ID = 2216
pos = -35, -55
postype = p1
facing = 1
stateno = 2216
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 6
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 4)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 5)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 6)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "hanma"
ID = 2213
pos = -35, -55
postype = p1
facing = 1
stateno = 2213
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 7
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 5)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 6)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 7)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "katanaice"
pos = -35, -55
postype = p1
facing = 1
stateno = 2214
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 8
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 6)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 7)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 8)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "hyousuitama"
ID = 2211
pos = -35, -60
postype = p1
facing = 1
stateno = 2211
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 9
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 7)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 8)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 9)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "sango"
ID = 2219
pos = -35, -55
postype = p1
facing = 1
stateno = 2219
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 10
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 8)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 9)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 10)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "kishiken"
ID = 2229
pos = -35, -55
postype = p1
facing = 1
stateno = 2229
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2200]
type = Helper
trigger1 = animelem = 5
trigger1 = var(10) = 11
trigger1 = var(49) = 0
trigger2 = animelem = 5
trigger2 = (var(10) = 9)&&(var(21)=2)
trigger2 = var(49) = 1
trigger3 = animelem = 5
trigger3 = (var(10) = 10)&&(var(21)=[1,2])
trigger3 = var(49) = 1
trigger4 = animelem = 5
trigger4 = (var(10) = 11)&&(var(21)=[0,2])
trigger4 = var(49) = 1
helpertype = normal
name = "jisho"
ID = 2220
pos = -35, -55
postype = p1
facing = 1
stateno = 2220
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[State 2200]
type = VarAdd
trigger1 = animelem = 5
trigger1 = var(49) = 0
v = 10
value = 1
[State 2200]
type = VarSet
trigger1 = var(10) = 12
trigger1 = var(49) = 0
v = 10
value = 0



[State 2200]
type = VarAdd
trigger1 = animelem = 5
trigger1 = var(49) = 1
v = 10
value = (1+var(21))
[State 2200]
type = VarSet
trigger1 = var(10) >= 12
trigger1 = var(49) = 1
v = 10
value = (var(10)-12)
persistent = 0




[State 2200]
type = VarSet
trigger1 = 0
v = 10
value = 11




[State 2200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







;---------------------------------------------------------------------------
;かとんのたま
[Statedef 2210]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2210
sprpriority = 4

[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 1
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 2
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 3
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 1
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 2
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 1
trigger1 = root,var(21) = 2
v = 21
value = 2


[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
x = 9
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
x = 4.1
y = -9.5
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
x = 0.6
y = -12
persistent = 0



[State 2210]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State 2210]
type = VelSet
trigger1 = anim = 2226
x = 0
y = 0



[State 2000]
type = ChangeAnim
trigger1 = movecontact || MoveReversed || pos y > 0 || prevstateno > 0
value = 2226
persistent = 0
[State 2000]
type = MoveHitReset
trigger1 = anim = 2226
persistent = 0




[State 2000]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = anim != 2226
value = 2200, 0
channel = -1
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = anim = 2226
value = 2200, 3
channel = -1
persistent = 0


[State 2000]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2210
time = 2


[State 2210, ヒット定義]
type = HitDef
trigger1 = anim = 2210
trigger1 = animelemtime(5) >= 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (0+floor(5*(root,fvar(1)))),0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7030
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s7, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (6+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3)
ground.hittime  = (6+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3)
guard.ctrltime = 3
ground.velocity = -1.0,0
guard.velocity = -0.6
airguard.velocity = -0.9,-1.9
air.type = High
air.velocity = -1.4,-2.2
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(5+7*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*6)
air.fall = 1
kill = 0;(root,var(28))
sprpriority = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 2210, ヒット定義]
type = HitDef
trigger1 = anim != 2210
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (8+floor(72*(root,fvar(1)))),8
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = -1;s7030
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = -1;s7, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 10
ground.velocity = -4.0,-5
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.6
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = 999
fall = 1
kill = (root,var(28))
sprpriority = 1
palfx.time = 20
palfx.mul = 256,56,56
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[State -1]
type = ParentVarSet
trigger1 = anim != 2210
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2210
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2210
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2210
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State 2210]
type = null;Explod
trigger1 = time = 1
anim = 2080
ID = 2080
pos = 50, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = anim = 2226
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = destroyself
trigger1 = anim = 2226
trigger1 = animtime = 0











;---------------------------------------------------------------------------
;ひょうすいのたま
[Statedef 2211]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2211
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 9
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 10
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 11
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 9
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 10
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 9
trigger1 = root,var(21) = 2
v = 21
value = 2


[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
x = 9
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
x = 4.1
y = -9.5
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
x = 0.6
y = -12
persistent = 0



[State 2210]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State 2210]
type = VelSet
trigger1 = anim = 2228
x = 0
y = 0



[State 2000]
type = ChangeAnim
trigger1 = movecontact || MoveReversed || pos y > 0 || prevstateno > 0
value = 2228
persistent = 0
[State 2000]
type = MoveHitReset
trigger1 = anim = 2228
persistent = 0


[State 2000]
type = AngleDraw
trigger1 = anim = 2228
scale = 0.7,0.7
[State 2000]
type = Trans
trigger1 = anim = 2228
trans = add




[State 2000]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = anim != 2228
value = 2200, 0
channel = -1
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = anim = 2228
value = 2200, 7
channel = -1
persistent = 0


[State 2000]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2211
time = 2


[State 2210, ヒット定義]
type = HitDef
trigger1 = anim = 2211
trigger1 = animelemtime(5) >= 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (0+floor(5*(root,fvar(1)))),0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7030
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s7, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (6+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3)
ground.hittime  = (6+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3)
guard.ctrltime = 3
ground.velocity = -1.0,0
guard.velocity = -0.6
airguard.velocity = -0.9,-1.9
air.type = High
air.velocity = -1.4,-2.2
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(5+7*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*6)
air.fall = 1
kill = 0;(root,var(28))
sprpriority = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 2210, ヒット定義]
type = HitDef
trigger1 = anim != 2211
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (8+floor(72*(root,fvar(1)))),8
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = -1;s7030
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = -1;s7, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (35+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (35+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 18
ground.velocity = -4.0,0
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.6
air.hittime = 20
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(25*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*12)
air.fall = 1
kill = (root,var(28))
sprpriority = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[State -1]
type = ParentVarSet
trigger1 = anim != 2211
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2211
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2211
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2211
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1





[State -1]
type = AttackDist
trigger1 = anim = 2228
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = destroyself
trigger1 = anim = 2228
trigger1 = animtime = 0




;---------------------------------------------------------------------------
;らいじんのたま
[Statedef 2212]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2212
sprpriority = 4




[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 4
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 5
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 6
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 4
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 5
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 4
trigger1 = root,var(21) = 2
v = 21
value = 2





[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
x = 9
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
x = 4.1
y = -9.5
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
x = 0.6
y = -12
persistent = 0



[State 2210]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State 2210]
type = VelSet
trigger1 = anim = 2227
x = 0
y = 0



[State 2000]
type = ChangeAnim
trigger1 = movecontact || MoveReversed || pos y > 0 || prevstateno > 0
value = 2227
persistent = 0
[State 2000]
type = MoveHitReset
trigger1 = anim = 2227
persistent = 0




[State 2000]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = anim != 2227
value = 2200, 0
channel = -1
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = anim = 2227
value = 2200, 4
channel = -1
persistent = 0


[State 2000]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2210
time = 2


[State 2210, ヒット定義]
type = HitDef
trigger1 = anim = 2212
trigger1 = animelemtime(5) >= 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (0+floor(5*(root,fvar(1)))),0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 4, 4
guard.sparkno = s7010
sparkno = s7030
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s7, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (6+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3)
ground.hittime  = (6+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*3)
guard.ctrltime = 3
ground.velocity = -1.0,0
guard.velocity = -0.6
airguard.velocity = -0.9,-1.9
air.type = High
air.velocity = -1.4,-2.2
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(5+7*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*6)
air.fall = 1
kill = 0;(root,var(28))
sprpriority = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 2210, ヒット定義]
type = HitDef
trigger1 = anim != 2217
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (8+floor(72*(root,fvar(1)))),8
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = -1;s7030
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = -1;s7, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 10
ground.velocity = -4.0,-5
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.6
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = 999
fall = 1
kill = (root,var(28))
sprpriority = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State -1]
type = ParentVarSet
trigger1 = anim != 2212
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2212
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2212
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = anim != 2212
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1




[State 2000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1770
persistent = 0



[State -1]
type = AttackDist
trigger1 = anim = 2227
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = destroyself
trigger1 = anim = 2227
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;ハンマー
[Statedef 2213]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2213
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 7
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 8
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 9
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 7
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 8
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 7
trigger1 = root,var(21) = 2
v = 21
value = 2

[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
trigger1 = movetype != I
x = 5
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
trigger1 = movetype != I
x = 2.2
y = -8.4
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
trigger1 = movetype != I
x = 0.5
y = -9
persistent = 0




[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = prevstateno != [5000,5200]
v = 30
value = 0
[State 2210]
type = VarAdd
trigger1 = time = 1
trigger1 = prevstateno = [5000,5200]
v = 30
value = 1



[State 2000]
type = StateTypeSet
trigger1 = var(30) = 2
trigger2 = pos y > 0 || movecontact || MoveReversed
statetype = A
movetype = I
physics = N
[State 2000]
type = NotHitBy
trigger1 = movetype = I
value = ,AT,AA,AP
time = 1
[State 2000]
type = Turn
trigger1 = movetype = I
trigger1 = var(30) = 2 || movecontact || MoveReversed
persistent = 0
[State 2000]
type = PosAdd
trigger1 = movetype = I
trigger1 = var(30) = 2 || movecontact || MoveReversed
x = -110
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = var(30) = 2 || movecontact || MoveReversed
x = -0.5
y = -0.5
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (var(30) = 2||pos y>0) && !movecontact && !MoveReversed
x = 0.5
y = -0.5
persistent = 0
[State 2210]
type = VarSet
trigger1 = time = 1
v = 22
value = 0
[State 2210]
type = VarAdd
trigger1 = movetype = I
v = 22
value = 10
[State 2210]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-var(22)), var(22)



[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
trigger1 = prevstateno != [5000,5200]
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = gametime%14 = 0
value = 10, 2
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2213
time = 2





[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (9+floor(81*(root,fvar(1)))),9
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = (40+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (40+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 25
ground.velocity = -4.6
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.9
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall.recovertime = 999
air.fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State 2210]
type = null;Explod
trigger1 = time = 1
anim = 2080
ID = 2080
pos = 50, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = var(22) >= 256
trigger2 = frontedgebodydist < -50




;---------------------------------------------------------------------------
;アイスブランド
[Statedef 2214]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2214
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 8
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 9
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 10
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 8
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 9
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 8
trigger1 = root,var(21) = 2
v = 21
value = 2

[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 7
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 3
y = -9
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 0.7
y = -9.7
persistent = 0




[State 2000]
type = StateTypeSet
trigger1 = prevstateno = [5000,5200]
trigger2 = pos y > 0 || movecontact || MoveReversed
statetype = A
movetype = I
physics = N
[State 2000]
type = NotHitBy
trigger1 = movetype = I
value = ,AT,AA,AP
time = 1
[State 2000]
type = Turn
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
persistent = 0
[State 2000]
type = PosAdd
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -110
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -0.5
y = -0.5
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno != [5000,5200]) && !movecontact && !MoveReversed
x = 0.5
y = -0.5
persistent = 0
[State 2210]
type = VarSet
trigger1 = time = 1
v = 22
value = 0
[State 2210]
type = VarAdd
trigger1 = movetype = I
v = 22
value = 10
[State 2210]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-var(22)), var(22)



[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = gametime%10 = 0
value = 10, 1
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2214
time = 2





[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (6+floor(54*(root,fvar(1)))),6
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 12
ground.velocity = -4.6
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.9
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(30*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*15)
air.fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1




[State 2220]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2240
persistent = 0
ignorehitpause = 1
[State 2220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = numtarget > 0
value = s1000, 0
channel = -1
persistent = 0


[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = var(22) >= 256
trigger2 = frontedgebodydist < -50


;---------------------------------------------------------------------------
;手裏剣
[Statedef 2215]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2215
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 3
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 4
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 5
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 3
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 4
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 3
trigger1 = root,var(21) = 2
v = 21
value = 2



[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
x = 10
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
x = 8
y = -3
[State 2210]
type = VelSet
trigger1 = var(21) = 2
x = 7
y = -8




[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = gametime%10 = 0
value = 10, 0
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2215
time = 2






[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (4+floor(36*(root,fvar(1)))),4
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 19
ground.velocity = -4.6
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.9
air.hittime = 20
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(20*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
air.fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State 2210]
type = null;Explod
trigger1 = time = 1
anim = 2080
ID = 2080
pos = 50, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = (prevstateno >= 5000) || movecontact || MoveReversed
trigger2 = frontedgebodydist < -50


;---------------------------------------------------------------------------
;エアナイフ
[Statedef 2216]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2216
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 6
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 7
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 8
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 6
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 7
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 6
trigger1 = root,var(21) = 2
v = 21
value = 2




[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
x = 14
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
x = 12
y = -4.5
[State 2210]
type = VelSet
trigger1 = var(21) = 2
x = 10.5
y = -12


[State 2210]
type = ChangeAnim
trigger1 = time = 1
value = (2216+var(21))
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = time = 1
value = 10, 0
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2216
time = 2






[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (5+floor(45*(root,fvar(1)))),5
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (20+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 19
ground.velocity = -9.6
guard.velocity = -8.4
airguard.velocity = -7.8,-7.1
air.type = High
air.velocity = -8.4,-7.9
air.hittime = 20
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(20*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
air.fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State 2210]
type = null;Explod
trigger1 = time = 1
anim = 2080
ID = 2080
pos = 50, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = (prevstateno >= 5000) || movecontact || MoveReversed
trigger2 = frontedgebodydist < -50



;---------------------------------------------------------------------------
;さんごの剣
[Statedef 2219]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2219
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 10
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 11
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 0
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 10
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 11
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 10
trigger1 = root,var(21) = 2
v = 21
value = 2


[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 7
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 4.1
y = -9.7
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 0.8
y = -10.4
persistent = 0




[State 2000]
type = StateTypeSet
trigger1 = prevstateno = [5000,5200]
trigger2 = pos y > 0 || movecontact || MoveReversed
statetype = A
movetype = I
physics = N
[State 2000]
type = NotHitBy
trigger1 = movetype = I
value = ,AT,AA,AP
time = 1
[State 2000]
type = Turn
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
persistent = 0
[State 2000]
type = PosAdd
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -110
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -0.5
y = -0.5
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno != [5000,5200]) && !movecontact && !MoveReversed
x = 0.5
y = -0.5
persistent = 0
[State 2210]
type = VarSet
trigger1 = time = 1
v = 22
value = 0
[State 2210]
type = VarAdd
trigger1 = movetype = I
v = 22
value = 10
[State 2210]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-var(22)), var(22)



[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = gametime%10 = 0
value = 10, 1
channel = -1


[State 2000]
type = PlaySnd
trigger1 = movehit
value = 2200, 6
channel = -1
persistent = 0


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2219
time = 2





[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (7+floor(63*(root,fvar(1)))),7
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 12
ground.velocity = -1.4,-4
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -1.4,-4
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall.recovertime = 999
fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1




[State 2000]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 1770
persistent = 0



[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = var(22) >= 256
trigger2 = frontedgebodydist < -50


;---------------------------------------------------------------------------
;辞書
[Statedef 2220]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2220
sprpriority = 4




[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 0
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 1
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 2
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 0
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 1
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 0
trigger1 = root,var(21) = 2
v = 21
value = 2



[State 2210]
type = VelAdd
trigger1 = 1
y = 0.37
[State 2210]
type = VelSet
trigger1 = var(21) = 0
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 5.2
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 3.2
y = -8
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 0.8
y = -9.2
persistent = 0




[State 2000]
type = StateTypeSet
trigger1 = prevstateno = [5000,5200]
trigger2 = pos y > 0 || movecontact || MoveReversed
statetype = A
movetype = I
physics = N
[State 2000]
type = NotHitBy
trigger1 = movetype = I
value = ,AT,AA,AP
time = 1
[State 2000]
type = Turn
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
persistent = 0
[State 2000]
type = PosAdd
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -110
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -0.5
y = -0.5
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno != [5000,5200]) && !movecontact && !MoveReversed
x = 0.5
y = -0.5
persistent = 0
[State 2210]
type = VarSet
trigger1 = time = 1
v = 22
value = 0
[State 2210]
type = VarAdd
trigger1 = movetype = I
v = 22
value = 10
[State 2210]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-var(22)), var(22)



[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = gametime%16 = 0
value = 10, 0
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2220
time = 2





[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (6+floor(54*(root,fvar(1)))),6
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s12, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 12
ground.velocity = -4.6
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.9
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(30*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*15)
air.fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = var(22) >= 256
trigger2 = frontedgebodydist < -50


;---------------------------------------------------------------------------
;刀
[Statedef 2221]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2221
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 2
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 3
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 4
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 2
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 3
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 2
trigger1 = root,var(21) = 2
v = 21
value = 2




[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 7
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 3
y = -9
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 0.7
y = -9.7
persistent = 0




[State 2000]
type = StateTypeSet
trigger1 = prevstateno = [5000,5200]
trigger2 = pos y > 0 || movecontact || MoveReversed
statetype = A
movetype = I
physics = N
[State 2000]
type = NotHitBy
trigger1 = movetype = I
value = ,AT,AA,AP
time = 1
[State 2000]
type = Turn
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
persistent = 0
[State 2000]
type = PosAdd
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -110
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -0.5
y = -0.5
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno != [5000,5200]) && !movecontact && !MoveReversed
x = 0.5
y = -0.5
persistent = 0
[State 2210]
type = VarSet
trigger1 = time = 1
v = 22
value = 0
[State 2210]
type = VarAdd
trigger1 = movetype = I
v = 22
value = 10
[State 2210]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-var(22)), var(22)



[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = gametime%10 = 0
value = 10, 1
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2221
time = 2





[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (6+floor(54*(root,fvar(1)))),6
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 12
ground.velocity = -4.6
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.9
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(30*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*15)
air.fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State 2210]
type = null;Explod
trigger1 = time = 1
anim = 2080
ID = 2080
pos = 50, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = var(22) >= 256
trigger2 = frontedgebodydist < -50


;---------------------------------------------------------------------------
;槍
[Statedef 2222]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2222
sprpriority = 4


[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 5
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 6
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 7
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 5
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 6
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 5
trigger1 = root,var(21) = 2
v = 21
value = 2



[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 12
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 10.9
y = -4.7
[State 2210]
type = VelSet
trigger1 = var(21) = 2
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 6.2
y = -12

[State 2210]
type = ChangeAnim
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
value = (2222+var(21))
[State 2210]
type = ChangeAnim
trigger1 = movetype = I
value = 2225
persistent = 0


[State 2000]
type = StateTypeSet
trigger1 = prevstateno = [5000,5200]
trigger2 = pos y > 0 || movecontact || MoveReversed
statetype = A
movetype = I
physics = N
[State 2000]
type = NotHitBy
trigger1 = movetype = I
value = ,AT,AA,AP
time = 1
[State 2000]
type = Turn
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
persistent = 0
[State 2000]
type = PosAdd
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -110
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -0.5
y = 0.5
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno != [5000,5200]) && !movecontact && !MoveReversed
x = 0.5
y = -0.5
persistent = 0
[State 2210]
type = VarSet
trigger1 = time = 1
v = 22
value = 0
[State 2210]
type = VarAdd
trigger1 = movetype = I
v = 22
value = 10
[State 2210]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-var(22)), var(22)



[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = null;PlaySnd
trigger1 = movetype = I
trigger1 = gametime%20 = 0
value = 10, 1
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2222
time = 2





[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (8+floor(78*(root,fvar(1)))),8
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (34+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*17)
ground.hittime  = (34+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*17)
guard.ctrltime = 16
ground.velocity = -5.4
guard.velocity = -4.2
airguard.velocity = -3.1,-3.4
air.type = High
air.velocity = -4.1,-4.8
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(48*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*24)
air.fall = 1
kill = (root,var(28))
sprpriority = 4


[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1



[State 2210]
type = null;Explod
trigger1 = time = 1
anim = 2080
ID = 2080
pos = 50, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0


[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = var(22) >= 256
trigger2 = frontedgebodydist < -50




;---------------------------------------------------------------------------
;騎士剣
[Statedef 2229]
type     = A
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2229
sprpriority = 4





[State 2210]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 0
v = 21
value = (root,var(21))
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 11
trigger1 = root,var(21) = 0
trigger2 = root,var(10) = 0
trigger2 = root,var(21) = 1
trigger3 = root,var(10) = 1
trigger3 = root,var(21) = 2
v = 21
value = 0
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 11
trigger1 = root,var(21) = 1
trigger2 = root,var(10) = 0
trigger2 = root,var(21) = 2
v = 21
value = 1
[State 2210]
type = VarSet
triggerall = time = 0
triggerall = root,var(49) = 1
trigger1 = root,var(10) = 11
trigger1 = root,var(21) = 2
v = 21
value = 2




[State 2210]
type = VelAdd
trigger1 = 1
y = 0.4
[State 2210]
type = VelSet
trigger1 = var(21) = 0
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 7
y = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 1
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 3
y = -9
persistent = 0
[State 2210]
type = VelSet
trigger1 = var(21) = 2
trigger1 = prevstateno != [5000,5200]
trigger1 = movetype != I
x = 0.7
y = -9.7
persistent = 0




[State 2000]
type = StateTypeSet
trigger1 = prevstateno = [5000,5200]
trigger2 = pos y > 0 || movecontact || MoveReversed
statetype = A
movetype = I
physics = N
[State 2000]
type = NotHitBy
trigger1 = movetype = I
value = ,AT,AA,AP
time = 1
[State 2000]
type = Turn
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
persistent = 0
[State 2000]
type = PosAdd
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -110
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno = [5000,5200]) || movecontact || MoveReversed
x = -0.5
y = -0.5
persistent = 0
[State 2210]
type = Velmul
trigger1 = movetype = I
trigger1 = (prevstateno != [5000,5200]) && !movecontact && !MoveReversed
x = 0.5
y = -0.5
persistent = 0
[State 2210]
type = VarSet
trigger1 = time = 1
v = 22
value = 0
[State 2210]
type = VarAdd
trigger1 = movetype = I
v = 22
value = 10
[State 2210]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-var(22)), var(22)



[State 2000]
type = PlaySnd
trigger1 = animelem = 1 && movetype = A
value = 2200, 0
channel = -1
persistent = 0



[State 2000]
type = PlaySnd
trigger1 = movetype = A
trigger1 = gametime%10 = 0
value = 10, 2
channel = -1


[State 2000]
type = NotHitBy
trigger1 = movetype != I
value = ,AT
time = 1
[State 2000]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2229
time = 2





[State 2210, ヒット定義]
type = HitDef
trigger1 = time >= 3
trigger1 = !movecontact && !MoveReversed
attr = S, SP
damage = (10+floor(90*(root,fvar(1)))),10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, floor(0+enemynear,pos y)
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
ground.hittime  = (25+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*10)
guard.ctrltime = 12
ground.velocity = -4.6
guard.velocity = -3.4
airguard.velocity = -2.8,-3.1
air.type = High
air.velocity = -3.4,-3.9
air.hittime = 999
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(30*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*15)
air.fall = 1
kill = (root,var(28))
sprpriority = 4



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.7
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.8
persistent = 0
ignorehitpause = 1





[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0



[State -1]
type = destroyself
trigger1 = var(22) >= 256
trigger2 = frontedgebodydist < -50

;---------------------------------------------------------------------------
;アイスブランド-相手氷結A(空中)
[Statedef 2240]
type     = A
movetype = H
physics  = N
velset   = -1.2,-5
sprpriority = 1
facep2 = 1


[State 2240, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7991)
trigger1 = time = 1
value = 7991
[State 2240]
type = ChangeAnim2
trigger1 = time = 1
Trigger1 = anim != 7991
value = 1100
[State 2240]
type = PalFX
Trigger1 = anim != 7991
time = 5
add = 70,70,180
mul = 156,156,156



[State 22240]
type = VelAdd
trigger1 = 1
y = .4

[State 2240, ステート変更]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 2241
ctrl = 0

;---------------------------------------------------------------------------
;アイスブランド-相手氷結A(地上-1)
[Statedef 2241]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 2240]
type = PosSet
trigger1 = 1
y = 0

[State 2240]
type = HitFallSet
trigger1 = time = 1
value = 0


[State 2240, 制御した相手のアニメ変更]
type = ChangeAnim
trigger1 = SelfAnimExist(7990)
trigger1 = time = 1
value = 7990
[State 2240]
type = ChangeAnim2
trigger1 = time = 1
Trigger1 = anim != 7990
value = 1101
[State 2240]
type = PalFX
Trigger1 = anim != 7990
time = 5
add = 70,70,180
mul = 156,156,156



[State 2240, ステート変更]
type = ChangeState
trigger1 = time > 55
value = 2242
ctrl = 0
;---------------------------------------------------------------------------
;アイスブランド-相手氷結A(地上-2)
[Statedef 2242]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 2240]
type = PosSet
trigger1 = 1
y = 0




[State 2240]
type = SelfState
trigger1 = command = "holdback"
trigger1 = alive
value = 120
ctrl = 1
[State 2240]
type = SelfState
trigger1 = 1
value = 0
ctrl = 1







;---------------------------------------------------------------------------
;ブラッドウェポン-1
[Statedef 2400]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2400
ctrl     = 0
sprpriority = 2


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2405



[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0




[State 2400, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, SA
damage = (3+floor(27*fvar(1))),3
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -20, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 900
ground.hittime  = 900
guard.ctrltime = 25
ground.velocity = -5,-5
airguard.velocity = -5,-3
air.type = low
air.velocity = -5,-5
air.hittime = 30
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0
[State 2400, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, SA
damage = (3+floor(27*fvar(1))),3
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -20, -50
hitsound = s8, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = 900
ground.hittime  = 900
guard.ctrltime = 25
ground.velocity = -5,-5
airguard.velocity = -5,-3
air.type = low
air.velocity = -5,-5
air.hittime = 30
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recover = 0
fall = 1
kill = 0





[State 2400]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
persistent = 0
ignorehitpause = 1
[State 2400]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [5000,5089])||(target,stateno = [15000,15089])
value = 2440
persistent = 0
[State 2400]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = target,facing = facing
value = -1
ignorehitpause = 1


[State 2400]
type = VarSet
trigger1 = movehit
trigger1 = numtarget > 0
v = 21
value = 1
persistent = 0




[State 2400]
type = NotHitBy
trigger1 = var(21) = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = var(21) = 1
value = 0



[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2401,0
channel = 0
ignorehitpause = 1

[State 2400, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s11, 2
channel = -1

[State 2400]
type = Width
trigger1 = var(21) = 1
edge = 25,0



[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0



[State 2400]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(21) = 1
trigger1 = numtarget > 0
trigger1 = target,stateno = [2440,2449]
value = 2401
ctrl = 0

[State 2400]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ブラッドウェポン-2
[Statedef 2401]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 2401
ctrl     = 0
sprpriority = 2

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2406



[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 5
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2401,1
channel = 0
ignorehitpause = 1



[State -3, ボイス]
type = PlaySnd
trigger1 = animelemtime(4) = 1
value = 2400,4
channel = -1
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
trigger1 = animelemtime(4) = 1
value = 2400,6
channel = -1
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
trigger1 = animelemtime(6) = 10
value = 2400,8
channel = -1
ignorehitpause = 1



[State 2400]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = 1
value = 0
[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 2400]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "ensyutu1"
ID = 2430
pos = 0, -160
postype = p2
facing = 1
stateno = 2430
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
[State 2400]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "ensyutu2"
ID = 2432
pos = 0, -160
postype = p2
facing = 1
stateno = 2432
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
[State 2400]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "ensyutu3"
ID = 2433
pos = 0, -160
postype = p2
facing = 1
stateno = 2433
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
[State 2400]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "ensyutu5"
ID = 2435
pos = 0, -160
postype = p2
facing = 1
stateno = 2435
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
[State 2400]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "ensyutu9"
ID = 2439
pos = 0, -160
postype = p2
facing = 1
stateno = 2439
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
[State 2400]
type = Helper
trigger1 = animelemtime(6) = 10
helpertype = normal
name = "ensyutu6"
ID = 2436
pos = 0, 15
postype = p2
facing = 1
stateno = 2436
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1.2
size.yscale = 1.2
[State 2400]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 2431
ID = 2431
pos = 0, -16
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0


[State 2400]
type = TargetState
trigger1 = animelemtime(6) = 90
value = 2441



[State 2400]
type = LifeAdd
trigger1 = animelemtime(6) >= 35
trigger1 = animelemtime(6) < 85
trigger1 = time%2 = 0 && var(49) = 0 || time%3 != 0 && var(49) = 1
value = floor((3+(2*(fvar(1))))/2)
kill = 0
[State 2400]
type = TargetLifeAdd
trigger1 = animelemtime(6) >= 35
trigger1 = animelemtime(6) < 85
trigger1 = time%2 = 0 && var(49) = 0 || time%3 != 0 && var(49) = 1
value = -1*floor(3+(2*(fvar(1))))
kill = 1





[State -1]
type = VarSet
trigger1 = animelemtime(6) = 90
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.92)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelemtime(6) = 90
fv = 1
value = fvar(1)*0.87
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelemtime(6) = 90
fv = 4
value = fvar(4)*0.97
persistent = 0
ignorehitpause = 1

[State 2400]
type = CtrlSet
trigger1 = animelemtime(6) = 90
trigger1 = var(49) = 1
value = 1



[State 2400]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;イービルブレード
[Statedef 2402]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2402
sprpriority = 2
facep2 = 1

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2407

[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0




[State 2400]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
[State 2400]
type = VarSet
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(9) < 0
trigger1 = time%2 = 0
trigger1 = life <= floor(lifemax/500)
v = 21
value = 1
[State 2400]
type = LifeAdd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(9) < 0
trigger1 = time%2 = 0
trigger1 = var(49) = 0
value = (-1*floor(lifemax/500))
kill = 0
absolute = 1
[State 2400]
type = LifeAdd
trigger1 = animtime = 0
trigger1 = var(21) = 1
value = -1
kill = 1
absolute = 1



[State 2400]
type = Helper
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = time%2 = 0
helpertype = normal
name = "ibiru"
ID = (2412+ceil((time-17)/2))
pos = (30+18*(time-17+4*(var(49)=1))), 10
postype = p1
facing = 1
stateno = 2410
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 0.25
[State 2400]
type = PlaySnd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(10) < 0
trigger1 = time%4 = 0
value = 2400, 10
channel = -1



[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 5
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2401,4+random%2
channel = 0
ignorehitpause = 1






[State -1]
type = StateTypeSet
trigger1 = animelemtime(12) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(10) >= 0
value = 0




[State 2400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;イービルデッド
[Statedef 2403]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2403
sprpriority = 2
facep2 = 1


[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = var(49) = 1
value = 2408


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0




[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 2401,(2+random%2)
channel = 0
ignorehitpause = 1
[State 1200]
type = VarSet
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
v = 34
value = (var(34)+400000)
persistent = 0
ignorehitpause = 1



[State 2050]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "ibirudeddo"
ID = 2420
pos = 0, 0
postype = p1
facing = 1
stateno = 2420
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 2050]
type = NotHitBy
trigger1 = time = [5,40]
value = SCA
time = 1
ignorehitpause = 1
[State -1]
type = AttackDist
triggerall = var(21) = 0
trigger1 = time > 36
trigger2 = numhelper(2420) > 0
trigger2 = helper(2420),var(20) = 1
trigger3 = numhelper(2420) > 0
trigger3 = (helper(2420),movecontact) || (helper(2420),MoveReversed)
value = 0




[State 2400]
type = VarSet
trigger1 = time = 1
v = 21
value = 0
[State 2400]
type = VarSet
trigger1 = animelem = 2
trigger1 = life <= floor(lifemax/25)
v = 21
value = 1
[State 2400]
type = LifeAdd
trigger1 = animelem = 2
trigger1 = var(49) = 0
value = (-1*floor(lifemax/25))
kill = 0
absolute = 1
[State 2400]
type = LifeAdd
trigger1 = animtime = 0
trigger1 = var(21) = 1
value = -1
kill = 1
absolute = 1




[State 2400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;イービルブレード(飛び道具)
[Statedef 2410]
type     = C
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 2410
sprpriority = 4

[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = root,var(49) = 1
value = 2411


[State 2410]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 2410, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
attr = C, SP
damage = (6+floor(29*(root,fvar(1)))),6
animtype = hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -25
hitsound = s12, 2
guardsound = s7, 3
ground.type = low
ground.slidetime = (38+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*40)
ground.hittime  = (38+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*40)
guard.ctrltime = 30
ground.velocity = -5.5,0
guard.velocity = -3.4
airguard.velocity = -1.8,-3.0
air.type = low
air.velocity = -2.6,(-3.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*7)
air.hittime = 17
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
air.fall = 1
kill = (root,var(28))
sprpriority = 1
palfx.time = 45
palfx.mul = 156,156,156
palfx.add = -30,-150,-30



[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = ((root,fvar(1))*0.93)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.95
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.99
persistent = 0
ignorehitpause = 1


[State -1]
type = StateTypeSet
trigger1 = animelemtime(4) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(4) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1


[State 2410, ステート変更]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;イービルデッド飛び道具
[Statedef 2420]
type     = A
movetype = A
physics  = N
velset   = 0,0
anim = 2160
sprpriority = 4



[State -2]
type = ChangeAnim
trigger1 = time = 1
trigger1 = root,var(49) = 1
value = 2161


[State 2400]
type = VarSet
trigger1 = time = 1
v = 20
value = 0
[State 2400]
type = VarSet
trigger1 = root,stateno != 2403
v = 20
value = 1

[State 2400, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s2150, 0
channel = -1
[State 2400, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s2400, 5
channel = -1
[State 2400, 音を鳴らす]
type = PlaySnd
trigger1 = time = 25
value = s2150, 2
channel = -1

[State 2400]
type = PosSet
trigger1 = 1
x = (root,pos x)-80*facing
y = root,pos y

[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2400]
type = Explod
trigger1 = time = 1
anim = 2180
ID = 2180
pos = 65, -60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 0
[State 2400]
type = Explod
trigger1 = time = 15
anim = 2181
ID = 2181
pos = 55, -70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 5
ignorehitpause = 1
ownpal = 0
[State 2400]
type = Explod
trigger1 = time = 10
anim = 2186
ID = 2186
pos = 80, -50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ignorehitpause = 1
ownpal = 0
[State 2400]
type = Explod
trigger1 = time = 15
anim = 2188
ID = 2188
pos = 85, -35
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.3, 1.3
sprpriority = 4
ignorehitpause = 1
ownpal = 0


[State 2400]
type = RemoveExplod
triggerall = numexplod(2180) > 0
trigger1 = var(20) = 1
ID = 2180
[State 2400]
type = RemoveExplod
triggerall = numexplod(2181) > 0
trigger1 = var(20) = 1
ID = 2181
[State 2400]
type = RemoveExplod
triggerall = numexplod(2182) > 0
trigger1 = var(20) = 1
ID = 2186
[State 2400]
type = RemoveExplod
triggerall = numexplod(2183) > 0
trigger1 = var(20) = 1
ID = 2187
[State 2400]
type = RemoveExplod
triggerall = numexplod(2184) > 0
trigger1 = var(20) = 1
ID = 2188






[State 2400, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(20) = 0
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = (15+floor(85*(root,fvar(1)))),15
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 6, (6+9*(root,var(49)=1))
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -46
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
guard.ctrltime = 33
ground.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
guard.velocity = -6.5
airguard.velocity = -3.5,-6.5
air.type = High
air.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
air.hittime = 20
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(45*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*30)
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
[State 2400, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(20) = 0
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = (15+floor(85*(root,fvar(1)))),15
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 6, (6+9*(root,var(49)=1))
guard.sparkno = s7010
sparkno = s7032
sparkxy = -20, -46
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
guard.ctrltime = 33
ground.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
guard.velocity = -6.5
airguard.velocity = -3.5,-6.5
air.type = High
air.velocity = -1.1,(-9.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*1.5)
air.hittime = 20
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(45*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*30)
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;消去用
[State 2400, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = var(20) = 1
attr = S, SP
damage = (16+floor(79*(root,fvar(1)))),9
animtype = hard
guardflag = MA
hitflag = 
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -36
hitsound = s12, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 22
ground.velocity = -3.3,(-4.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*2)
guard.velocity = -3.2
airguard.velocity = -2.5,-3.5
air.type = High
air.velocity = -3.3,(-4.5-((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*2)
air.hittime = 12
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 1
fall.recovertime = floor(30*(root,fvar(4))+((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*15)
fall = 1
kill = (root,var(28))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
fv = 1
value = ((root,fvar(1))*0.86)
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = root,var(29) = 0
v = 29
value = 1
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = (root,fvar(1))*0.77
persistent = 0
ignorehitpause = 1
[State -1]
type = ParentVarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = (root,fvar(4))*0.95
persistent = 0
ignorehitpause = 1



[State -1]
type = AttackDist
trigger1 = animelemtime(3) >= 0 || var(20) = 1
trigger2 = movecontact || MoveReversed
value = 0



[State -1]
type = StateTypeSet
trigger1 = root,stateno = 360
movetype = I
ignorehitpause = 1
[State -1]
type = MoveHitReset
trigger1 = root,stateno = 360
ignorehitpause = 1

[State 2400]
type = destroyself
trigger1 = animtime >= 0 || var(20) = 1
trigger1 = numexplod = 0



;---------------------------------------------------------------------------
;ブラッドウェポン-演出1
[Statedef 2430]
type     = A
movetype = I
physics  = N
juggle   = 1
poweradd = 0
anim     = 2430
ctrl     = 0
sprpriority = 2



[State 2400]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = 1
value = 0
[State -1]
type = AttackDist
trigger1 = 1
value = 0
[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 2400]
type = VarSet
trigger1 = time = 1
fv = 5
value = 0.02
[State 2400]
type = VarAdd
trigger1 = fvar(5) < 0.8
trigger1 = time < 80
fv = 5
value = 0.05
[State 2400]
type = VarSet
trigger1 = fvar(5) > 0.8
fv = 5
value = 0.8



[State 2400]
type = VarSet
trigger1 = time = 1
fv = 6
value = 0
[State 2400]
type = VarAdd
trigger1 = time >= 80
fv = 6
value = 20

[State 2400]
type = AngleDraw
trigger1 = 1
scale = 0.3,(fvar(5))




[State 2400]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(256-fvar(6)),256



[State 2400]
type = DestroySelf
trigger1 = time >= 80
trigger1 = fvar(6) >= 256
;---------------------------------------------------------------------------
;ブラッドウェポン-演出2
[Statedef 2432]
type     = A
movetype = I
physics  = N
juggle   = 1
poweradd = 0
anim     = 2432
ctrl     = 0
sprpriority = 2



[State 2400]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = 1
value = 0
[State -1]
type = AttackDist
trigger1 = 1
value = 0
[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 2400]
type = VarSet
trigger1 = time = 1
fv = 5
value = 0
[State 2400]
type = VarAdd
trigger1 = fvar(5) < 256
trigger1 = time < 80
fv = 5
value = 20
[State 2400]
type = VarSet
trigger1 = fvar(5) > 256
fv = 5
value = 256
[State 2400]
type = VarAdd
trigger1 = time >= 80
fv = 5
value = -20


[State 2400]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(fvar(5)),floor(256-fvar(5))



[State 2400]
type = DestroySelf
trigger1 = time >= 80
trigger1 = fvar(5) <= 0



;---------------------------------------------------------------------------
;ブラッドウェポン-演出3
[Statedef 2433]
type     = A
movetype = I
physics  = N
juggle   = 1
poweradd = 0
anim     = 2433
ctrl     = 0
sprpriority = 2



[State 2400]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = 1
value = 0
[State -1]
type = AttackDist
trigger1 = 1
value = 0
[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 2400]
type = VarSet
trigger1 = time = 1
fv = 5
value = 0
[State 2400]
type = VarAdd
trigger1 = fvar(5) < 256
trigger1 = time < 80
fv = 5
value = 20
[State 2400]
type = VarSet
trigger1 = fvar(5) > 256
fv = 5
value = 256


[State 2400]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(fvar(5)),floor(256-fvar(5))




[State 2400, ステート変更]
type = ChangeState
trigger1 = time > 80
value = 2434
ctrl = 0
;---------------------------------------------------------------------------
;ブラッドウェポン-演出4
[Statedef 2434]
type     = A
movetype = I
physics  = N
juggle   = 1
poweradd = 0
anim     = 2434
ctrl     = 0
sprpriority = 2



[State 2400]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = 1
value = 0
[State -1]
type = AttackDist
trigger1 = 1
value = 0
[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 2400]
type = VarSet
trigger1 = fvar(5) > 256
fv = 5
value = 256
[State 2400]
type = VarAdd
trigger1 = time >= 10
fv = 5
value = -20


[State 2400]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(fvar(5)),floor(256-fvar(5))



[State 2400]
type = DestroySelf
trigger1 = fvar(5) <= 0


;---------------------------------------------------------------------------
;ブラッドウェポン-演出5
[Statedef 2435]
type     = A
movetype = I
physics  = N
juggle   = 1
poweradd = 0
anim     = 2435
ctrl     = 0
sprpriority = 2



[State 2400]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = 1
value = 0
[State -1]
type = AttackDist
trigger1 = 1
value = 0
[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 2400]
type = VarSet
trigger1 = time = 1
fv = 5
value = 0
[State 2400]
type = VarAdd
trigger1 = fvar(5) < 256
trigger1 = time < 80
fv = 5
value = 20
[State 2400]
type = VarSet
trigger1 = fvar(5) > 256
fv = 5
value = 256
[State 2400]
type = VarAdd
trigger1 = time >= 80
fv = 5
value = -20


[State 2400]
type = Trans
trigger1 = 1
trans = addalpha
alpha = floor(fvar(5)),256;fvar(5),(256-fvar(5))



[State 2400]
type = DestroySelf
trigger1 = time >= 80
trigger1 = fvar(5) <= 0



;---------------------------------------------------------------------------
;ブラッドウェポン-演出6
[Statedef 2436]
type     = A
movetype = I
physics  = N
juggle   = 1
poweradd = 0
anim     = 2436
ctrl     = 0
sprpriority = 2



[State 2400]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2400]
type = PlayerPush
trigger1 = 1
value = 0
[State -1]
type = AttackDist
trigger1 = 1
value = 0
[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 2400]
type = DestroySelf
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;ブラッドウェポン-背景演出
[Statedef 2439]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 9999
sprpriority = 4

[State 2400]
type = PosSet
trigger1 = 1
y = 0

[State 2400]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 2400]
type = BGPalFX
trigger1 = time <= 8
time = 1
add = 0,0,0
mul = (256-(time*19)),(256-(time*19)),(256-(time*19))
ignorehitpause = 1
[State 2400]
type = BGPalFX
trigger1 = time > 8
trigger1 = time < 100
time = 1
add = 0,0,0
mul = 106,106,106
ignorehitpause = 1
[State 2400]
type = BGPalFX
trigger1 = time >= 100
time = 1
add = 0,0,0
mul = (106+19*(time-100)),(106+19*(time-100)),(106+19*(time-100))
ignorehitpause = 1


[State 2400]
type = destroyself
trigger1 = time >= 108


;---------------------------------------------------------------------------
;ブラッドウェポン-相手1
[Statedef 2440]
type     = S
movetype = H
physics  = N
sprpriority = 1
velset = -4,0

[State -2]
type = VelAdd
trigger1 = vel x < 0
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x >= 0
x = 0

[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 2000]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim
trigger1 = time = 1
value = 5002;1101


;---------------------------------------------------------------------------
;ブラッドウェポン-相手2
[Statedef 2441]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 1

[State 2000]
type = HitFallSet
trigger1 = time = 1
value = 0

[State 2000]
type = PosSet
trigger1 = 1
y = 0

[State 2000]
type = ChangeAnim2
trigger1 = time = 1
value = 1107

[State 2000]
type = SelfState
trigger1 = animtime >= 0
trigger1 = time >= 25
value = 5110
ctrl = 0

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








;この下、一行以上空ける事…


