;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
;無双稲妻突き
[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 4
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 2
poweradd = 0


[State -1]
type = PowerAdd
trigger1 = time = 1
value = -1000

[State -1]
type = Turn
trigger1 = time = 1
trigger1 = p2dist x < 0




[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, 0
anim = -1
sound = s11000, 2
time = 65
movetime = 65
p2defmul = 1
darken = 0
[State 3000, 無敵]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 65+20*(var(49)=1)
[State 3000]
type = Explod
trigger1 = animelem = 1
anim = 10120
ID = 10120
pos = 0, 0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1.0, 1.2
sprpriority = -8
ownpal = 1
removeongethit = 1
[State 3000]
type = AssertSpecial
trigger1 = time < 26
flag = nobg
flag2 = nofg
flag3 = nobardisplay
[State 3500]
type = BGPalFX
trigger1 = time >= 25
trigger1 = time < 58
time = 1
add = 0,0,0
mul = (3*(time-25)),(3*(time-25)),(3*(time-25))
ignorehitpause = 1
[State 3500]
type = BGPalFX
trigger1 = time >= 58
trigger1 = time < 68
time = 1
add = 0,0,0
mul = 100,100,100
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
trigger1 = Alive
;trigger1 = floor(var(34)/10000) = 0
value = 3001,0+random%2
channel = 0
ignorehitpause = 1

[State -3, ボイス]
type = null;PlaySnd
triggerall = animelem = 13
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 3001,1
channel = 0
ignorehitpause = 1


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


[State 3000]
type = Helper
trigger1 = animelem = 13
helpertype = normal
name = "inaduma"
ID = 3500
pos = 0, 0
postype = p2
facing = -1
stateno = 3500
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1.7;1.5
size.yscale = 1.7;1.5
[State 3000]
type = Helper
trigger1 = animelem = 13
helpertype = normal
name = "inadumaef"
ID = 3505
pos = -80, -270
postype = p2
facing = 1
stateno = 3505
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1;1.5
size.yscale = 1;1.5


[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
;無双稲妻突き-飛び道具
[Statedef 3500]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 3500
sprpriority = 4

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



[State 3500]
type = PosSet
trigger1 = time = 1
trigger1 = root,var(49) = 1
trigger1 = prevstateno = 3500
x = (enemynear,pos x)
[State 3500]
type = VarAdd
trigger1 = time = 1
trigger1 = root,var(49) = 1
v = 20
value = -1
[State 3500]
type = VarSet
trigger1 = time = 1
trigger1 = root,var(49) = 1
trigger1 = prevstateno != 3500
v = 20
value = 2
[State 3500]
type = ChangeState
trigger1 = time >= 20
trigger1 = var(20) > 0
trigger1 = root,var(49) = 1
value = 3500
ctrl = 0




[State 3000]
type = PosSet
trigger1 = 1
y = 10


[State -2]
type = AttackDist
trigger1 = root,var(25)%100 = 9
trigger1 = root,var(11) > 0
value = 0
[State -2]
type = AssertSpecial
trigger1 = root,var(25)%100 = 9
trigger1 = root,var(11) > 0
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard




[State 1400, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s1400, 1
channel = -1




[State 1400, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 1 && animelemtime(8) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) = 0)||(root,var(48) >= 1000)&&(root,var(48)%2=0)
attr = S, SP
damage = floor(40+120*root,fvar(1)),16
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 4
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -36
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 28
ground.velocity = -1.5,(-6.1-(root,var(49)=0)*((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*8)
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.5,(-6.1-(root,var(49)=0)*((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*8)
air.hittime = 25
getpower = 0,0
givepower = 0,0
yaccel = 0.4
fall.recover = 0
fall = 1
kill = (root,var(28))
[State 1400, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 1 && animelemtime(8) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (root,var(48) >= 1000)&&(root,var(48)%2=1)
attr = S, SP
damage = floor(40+120*root,fvar(1)),16
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0, 4
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -36
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime = 28
ground.velocity = -1.5,(-6.1-(root,var(49)=0)*((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*8)
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.5,(-6.1-(root,var(49)=0)*((root,fvar(3) > 1 && root,var(29) = 0)||(root,var(37)>0))*8)
air.hittime = 25
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 = root,var(29) = 0
fv = 1
value = ((root,fvar(1))*(0.80+0.1*(var(49)=1)))
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+0.03*(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 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 <= 40
trans = add
ignorehitpause = 1
[State 1400]
type = Trans
trigger1 = time > 40
trans = addalpha
alpha = (256-8*(time-40)), 256;(23*(time-40))
ignorehitpause = 1


;ビリビリ
[State -1]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(8) < 20
trigger1 = time%3 = 0
anim = 3506
ID = 3506
pos = 0, (-30-(random%110))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1.2, 1.2
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1


;おかかみたいなの
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = 10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 0.5,-1
scale = 0.5, 0.5
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = 10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 0.7,-0.7
scale = 0.5, 0.5
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = 10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 1,-0.3
scale = 0.5, 0.5
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = -10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = -0.5,-1
scale = 0.5, 0.5
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = -10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = -0.7,-0.7
scale = 0.5, 0.5
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = -10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = -1,-0.3
scale = 0.5, 0.5
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = 10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 0.5,-1.5
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = 10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 0.9,-1.1
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = 10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 1.3,-0.7
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = 10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = 1.9,-0.2
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = -10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = -0.5,-1.5
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = -10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = -0.9,-1.1
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = -10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = -1.3,-0.7
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 5
anim = (3501+(random%2))
ID = 3501
pos = -10, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
vel = -1.9,-0.2
scale = 0.25, 0.25
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1



[State 3500]
type = BGPalFX
trigger1 = time < 57
time = 1
add = 0,0,0
mul = 100,100,100
ignorehitpause = 1
[State 3500]
type = BGPalFX
trigger1 = time >= 57
time = 1
add = 0,0,0
mul = (100+10*(time-57)),(100+10*(time-57)),(100+10*(time-57))
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 1400]
type = destroyself
trigger1 = time >= 72


















;---------------------------------------------------------------------------
;無双稲妻突き-演出(雷)
[Statedef 3505]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 3505
sprpriority = 4

[State 3500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3500]
type = AngleDraw
trigger1 = 1
value = 20

[State 3500]
type = PalFX
trigger1 = 1
time = 1
add = 10,10,140
mul = 256,256,256
invertall = 0
color = 256
[State 3500]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1




[State 3500]
type = destroyself
trigger1 = animtime = 0





;---------------------------------------------------------------------------
;聖光爆裂破-1
[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 1
anim     = 3100
velset = 0,0
ctrl     = 0
sprpriority = 2
poweradd = 0
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -2000

[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, 0
anim = -1
sound = s11000, 2
time = 35
movetime = 35
p2defmul = 1
darken = 0
[State 3000, 無敵]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 65
[State 3000]
type = Explod
trigger1 = animelem = 1
anim = 10120
ID = 10120
pos = 0, 0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1.0, 1.2
sprpriority = -8
ownpal = 1
removeongethit = 1
[State 3000]
type = AssertSpecial
trigger1 = time <= 55
flag = nobg
flag2 = nofg
flag3 = nobardisplay
ignorehitpause = 1
[State 3500]
type = BGPalFX
trigger1 = time >= 55
time = 1
add = 0,0,0
mul = (8*(time-55)),(8*(time-55)),(8*(time-55))
ignorehitpause = 1
[State 3500]
type = BGPalFX
trigger1 = time >= 68
trigger1 = time < 85
time = 1
add = 0,0,0
mul = 100,100,100
ignorehitpause = 1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 3101,0
channel = 0
ignorehitpause = 1


[State 3500]
type = NotHitBy
trigger1 = animelemtime(9) < 0
value = SCA


[State 3100]
type = Width
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
edge = 30,0
[State 3100]
type = Width
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(8) < 0
edge = 40,0
[State 3100]
type = Width
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(11) < 0
edge = 65,0

[State 3500]
type = BGPalFX
trigger1 = time >= 85
trigger1 = numtarget > 0
trigger1 = target,stateno = 3150
time = 1
add = 0,0,0
mul = 100,100,100
ignorehitpause = 1
[State 3500]
type = BGPalFX
triggerall = time >= 85
trigger1 = numtarget = 0
trigger2 = numtarget > 0
trigger2 = (target,stateno != 3150)
time = 1
add = 0,0,0
mul = (100+10*(time-85)),(100+10*(time-85)),(100+10*(time-85))
ignorehitpause = 1


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




[State 3100, ヒット定義]
type = HitDef
trigger1 = animelemtime(8) >= 0 && animelemtime(10) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, HA
damage = (10+floor(70*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(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
guard.ctrltime = 30
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor(fvar(2)*1.8*6),floor(fvar(2)*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(13*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
air.fall = 1
kill = 0
[State 3100, ヒット定義]
type = HitDef
trigger1 = animelemtime(8) >= 0 && animelemtime(10) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, HA
damage = (10+floor(70*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(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
guard.ctrltime = 30
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor(fvar(2)*1.8*6),floor(fvar(2)*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(13*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
air.fall = 1
kill = 0


[State 3100]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = 3150
persistent = 0

[State 3100, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = s9, 2
channel = -1

[State 3100]
type = NotHitBy
trigger1 = numtarget > 0
trigger1 = target,stateno = 3150
value = SCA
time = 1
ignorehitpause = 1

[State 3100]
type = PosAdd
triggerall = numtarget > 0
triggerall = target,stateno = 3150
trigger1 = facing = 1
trigger1 = pos x < -95
trigger2 = facing = -1
trigger2 = pos x > 95
x = 2
[State 3100]
type = PosAdd
triggerall = numtarget > 0
triggerall = target,stateno = 3150
trigger1 = facing = 1
trigger1 = pos x > -85
trigger2 = facing = -1
trigger2 = pos x < 85
x = -2


[State 3100]
type = TargetFacing
trigger1 = numtarget > 0
trigger1 = target,stateno = 3150
trigger1 = target,facing = facing
value = (-1*facing)
persistent = 0


[State -3, ボイス]
type = null;PlaySnd
trigger1 = numtarget > 0
trigger1 = target,stateno = 3150
trigger1 = Alive
value = 3101,1
channel = 0
ignorehitpause = 1
persistent = 0

[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = numtarget > 0
trigger1 = target,stateno = 3150
value = 3101
ctrl = 0
[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------------------
;聖光爆裂破-2
[Statedef 3101]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 0
anim     = 3101
ctrl     = 0
vel      = 0,0
sprpriority = 2

[State 3100]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 3100]
type = TargetFacing
trigger1 = target,facing = facing
value = (-1*facing)
persistent = 0

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


[State -3, ボイス]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Alive
value = 3101,1+random%2
channel = 0
ignorehitpause = 1
persistent = 0
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 15
trigger1 = Alive
value = 3101,3
channel = 0
ignorehitpause = 1



[State 3000]
type = Helper
trigger1 = animelemtime(13) >= 1
trigger1 = animelemtime(20) < 0
trigger1 = time%3 = 0
helpertype = normal
name = "bakuretsuef"
ID = 3600
pos = (-25+random%50), 0
postype = p2
facing = 1
stateno = 3600;(3600+random%2)
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1;1.5
size.yscale = 1;1.5
[State 3000]
type = Helper
trigger1 = animelemtime(17) = 1
helpertype = normal
name = "bakuretsuef2"
ID = 3603
pos = 0, 25
postype = p2
facing = 1
stateno = 3603
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1.5
size.yscale = 1.5
[State 3000]
type = Helper
trigger1 = animelemtime(18) >= 1
trigger1 = animelemtime(34) < 0
trigger1 = time%8 = 0
helpertype = normal
name = "bakuretsuef3"
ID = 3604
pos = -20+random%40, -30-random%140
postype = p2
facing = 1
stateno = 3604
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1.5
size.yscale = 1.5




[State 3100]
type = TargetState
trigger1 = animelemtime(14) >= 1
trigger1 = animelemtime(26) < 0
trigger1 = time%6 = 0
value = 3151
[State 3100]
type = TargetLifeAdd
trigger1 = animelemtime(14) >= 1
trigger1 = animelemtime(26) < 0
trigger1 = time%5 = 0
value = -1*floor(5+((13+2*(var(49)=1))*(fvar(1))))
kill = 1
[State 3100, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(14) >= 1
trigger1 = animelemtime(22) < 0
trigger1 = time%7 = 0
value = s1400, 4
channel = -1

[State -1]
type = VarSet
trigger1 = animelemtime(14) = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1))
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelemtime(14) >= 1
trigger1 = animelemtime(26) < 0
trigger1 = time%6 = 0
fv = 1
value = fvar(1)*0.95
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelemtime(14) >= 1
trigger1 = animelemtime(26) < 0
trigger1 = time%12 = 0
fv = 4
value = fvar(4)*0.99
ignorehitpause = 1




[State 3000]
type = VarSet
trigger1 = animelemtime(36) = 1
v = 9
value = (300+500*(var(49) = 1))



[State 3100]
type = TargetState
trigger1 = animelemtime(36) = 1
value = 1107

[State 3100]
type = PosAdd
trigger1 = facing = 1
trigger1 = pos x < -95
trigger2 = facing = -1
trigger2 = pos x > 95
x = 2
[State 3100]
type = PosAdd
trigger1 = facing = 1
trigger1 = pos x > -85
trigger2 = facing = -1
trigger2 = pos x < 85
x = -2

[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0


[State 3500]
type = BGPalFX
trigger1 = animelemtime(30) <= 1
time = 1
add = 0,0,0
mul = 100,100,100
ignorehitpause = 1
[State 3500]
type = BGPalFX
trigger1 = animelemtime(30) >= 1
time = 1
add = 0,0,0
mul = (100+3*(time-181)),(100+3*(time-181)),(100+3*(time-181))
ignorehitpause = 1




[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




















;---------------------------------------------------------------------------
;聖光爆裂破(相手)-1
[Statedef 3150]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3100]
type = PosSet
trigger1 = 1
y = 0

[State 3100]
type = PosAdd
trigger1 = facing = 1
trigger1 = pos x < -95
trigger2 = facing = -1
trigger2 = pos x > 95
x = 2
[State 3100]
type = PosAdd
trigger1 = facing = 1
trigger1 = pos x > -85
trigger2 = facing = -1
trigger2 = pos x < 85
x = -2


[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0

[State 3150, 1]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 3150, 1]
type = ChangeAnim
trigger1 =AnimTime = 0
trigger1 =anim = 5002
value = 5300


;---------------------------------------------------------------------------
;聖光爆裂破(相手)-2
[Statedef 3151]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 3150, 1]
type = ChangeAnim
trigger1 = time = 1
value = 5002

[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0

















;---------------------------------------------------------------------------
;聖光爆裂破-演出1
[Statedef 3600]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 3600
sprpriority = 4

[State 3500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3500]
type = PosSet
trigger1 = 1
y = -100


[State 3500]
type = VarSet
trigger1 = time = 0
fv = 5
value = 1.3
[State 3500]
type = VarSet
trigger1 = time = 0
fv = 6
value = 2.5

[State 3500]
type = VarAdd
trigger1 = 1
fv = 5
value = -0.02
[State 3500]
type = VarAdd
trigger1 = 0
fv = 6
value = 0.02

[State 3500]
type = AngleDraw
trigger1 = 1
scale = fvar(5),fvar(6)


[State 3500]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,156,156
invertall = 0
color = 256
[State 3500]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1


[State 3500]
type = destroyself
trigger1 = fvar(5) <= 0



;---------------------------------------------------------------------------
;聖光爆裂破-演出2
[Statedef 3603]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim = 3603
sprpriority = 4

[State 3500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3500]
type = PosSet
trigger1 = 1
y = 20

[State 3500]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,156,956
invertall = 0
color = 256
[State 3500]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1


[State 3500]
type = destroyself
trigger1 = animtime = 0










;---------------------------------------------------------------------------
;聖光爆裂破-演出3
[Statedef 3604]
type     = S
movetype = A
physics  = N
velset   = 0,-0.8
anim = 3604
sprpriority = 4

[State 3500]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 3500]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,106,106
invertall = 0
color = 256
[State 3500]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256-time*6), 256
ignorehitpause = 1


[State 3500]
type = destroyself
trigger1 = time > 40







;---------------------------------------------------------------------------
;聖光爆裂破-こんらんヘルパー
[Statedef 3650]
type     = S
movetype = I
physics  = N
velset   = 0,0
anim = 0
sprpriority = 4

[State 3500]
type = Turn
trigger1 = facing = enemynear,facing

[State 3500]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 3500]
type = PlayerPush
trigger1 = 1
value = 0

[State 3500]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3500]
type = PosSet
triggerall = p2movetype != H || (enemynear,stateno = [120,155])
trigger1 = root,facing = 1
trigger1 = root,p2dist x > 0
trigger2 = root,facing = -1
trigger2 = root,p2dist x < 0
x = ((enemynear,pos x)+35)
[State 3500]
type = PosSet
triggerall = p2movetype != H || (enemynear,stateno = [120,155])
trigger1 = root,facing = -1
trigger1 = root,p2dist x > 0
trigger2 = root,facing = 1
trigger2 = root,p2dist x < 0
x = ((enemynear,pos x)-35)
[State 3500]
type = PosSet
trigger1 = p2movetype = H && (enemynear,stateno != [120,155])
x = ((enemynear,pos x))

[State -1]
type = PalFX
trigger1 = 1
time = 1
add = 50,50,0
mul = 256,256,6


[State -2]
type = Explod
trigger1 = numexplod(3650) = 0
trigger1 = root,var(9) > 0
anim = 3650
ID = 3650
pos = -10, ((enemynear,const(size.head.pos.y))-40)
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.5, 0.5
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 0

[State -2]
type = RemoveExplod
trigger1 = numexplod(3650) > 0
trigger1 = root,var(9) <= 0
ID = 3650

[State 3500]
type = destroyself
trigger1 = root,var(9) <= 0
































;---------------------------------------------------------------------------
;神輝空破斬-1A
[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 1
anim     = 3200
velset = 0,0
ctrl     = 0
sprpriority = 2
poweradd = 0
facep2 = 1


[State -1]
type = PowerAdd
trigger1 = time = 1
value = -3000


[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, 0
anim = -1
sound = s11000, 3
time = 30
movetime = 30
p2defmul = 1
darken = 0
[State 3000]
type = Explod
trigger1 = animelem = 1
anim = 10121
ID = 10121
pos = 0, 0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1.0, 1.2
sprpriority = -8
ownpal = 1
removeongethit = 1
[State 3200]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "haikei"
ID = 3205
pos = 0, 0
postype = p1
facing = 1
stateno = 3205
keyctrl = 0
ownpal = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999





[State 3500]
type = NotHitBy
trigger1 = animelemtime(11) < 0
value = SCA
time = 25



[State 3100, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, HA
damage = 5;(10+floor(70*fvar(1)))
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 0
guard.pausetime = 8, 8
guard.sparkno = s7010
sparkno = -1;s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
guard.ctrltime = 20
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor(fvar(2)*1.8*6),floor(fvar(2)*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(13*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
air.fall = 1
kill = 0
numhits = 0
[State 3100, ヒット定義]
type = HitDef
trigger1 = animelemtime(11) >= 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, HA
damage = 5;(10+floor(70*fvar(1)))
animtype = hard
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0, 0
guard.pausetime = 8, 8
guard.sparkno = s7010
sparkno = -1;s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
ground.hittime  = floor(35*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)
guard.ctrltime = 20
ground.velocity = -4.4
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.8,-7
air.hittime = 12
getpower = floor(fvar(2)*1.8*6),floor(fvar(2)*0.9*6)
givepower = floor(fvar(2)*1.0*6),floor(fvar(2)*0.5*6)
yaccel = 0.4
fall.recovertime = floor(13*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
air.fall = 1
kill = 0
numhits = 0


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

[State 3100, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = s9, 2
channel = -1


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 3201,0
channel = 0
ignorehitpause = 1


[State -1]
type = VelSet
trigger1 = animelemtime(11) >= 0
x = 7
y = 0


[State -1]
type = AttackDist
trigger1 = movecontact || MoveReversed
value = 0


[State 3100]
type = TargetState
trigger1 = movehit
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = 3220
persistent = 0
[State 3100, ステート変更]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,stateno = 3220
value = 3210
ctrl = 0


[State 3100, ステート変更]
type = ChangeState
trigger1 = time > 100
value = 3201
ctrl = 0




;---------------------------------------------------------------------------
;神輝空破斬-1B
[Statedef 3201]
type     = S
movetype = A
physics  = S
juggle   = 1
anim     = 3201
velset = 0,0
ctrl     = 0
sprpriority = 2
poweradd = 0

[State -1]
type = HitBy
trigger1 = time = 1
value = SCA,AA,AP,AT
time = 1

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


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

[State 3100, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;神輝空破斬-背景制御
[Statedef 3205]
type     = S
movetype = I
physics  = S
juggle   = 1
poweradd = 0
anim     = 0
ctrl     = 0
vel      = 0,0
sprpriority = 2


[State 3500]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3200]
type = VarSet
trigger1 = time = 1
fv = 5
value = 0
[State 3200]
type = VarSet
triggerall = fvar(5) = 0
trigger1 = (root,stateno != 3200) && (root,stateno != 3210) 
trigger2 = (root,stateno = 3210) && (animelemtime(33) > 110)
fv = 5
value = 1
[State 3200]
type = VarAdd
trigger1 = fvar(5) > 0
fv = 5
value = 10


[State 3200]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nofg

[State 3200]
type = BGPalFX
trigger1 = 1
time = 1
mul = floor(fvar(5)),floor(fvar(5)),floor(fvar(5))

[State 3200]
type = DestroySelf
trigger1 = fvar(5) > 250
;---------------------------------------------------------------------------
;神輝空破斬-2A
[Statedef 3210]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 0
anim     = 3210
ctrl     = 0
vel      = 0,0
sprpriority = 2




[State 3100]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze



[State 3100]
type = TargetFacing
trigger1 = target,facing = facing
value = (-1*facing)
persistent = 0

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

[State 3100]
type = PosSet
trigger1 = time = 0
x = ((facing*(-290))-(facing=1)*250)




[State 3200]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
pos = 50, 0

[State 3100]
type = TargetState
trigger1 = animelem = 4
value = 3221
[State 3100]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -1*floor(15+(30*(fvar(1))))
kill = 0
[State 3100]
type = TargetState
trigger1 = animelem = 14
value = 3222
[State 3100]
type = TargetLifeAdd
trigger1 = animelem = 14
value = -1*floor(15+(30*(fvar(1))))
kill = 0


[State 3100]
type = TargetState
trigger1 = animelemtime(33) = 60
value = 3223
[State 3100]
type = TargetLifeAdd
trigger1 = animelemtime(33) = 60
value = -1*floor(220+120*(var(49)=1)+floor((170+100*(var(49)=1))*(fvar(1))))
kill = 1
[State 3200, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(33) = 60
value = 3200, 8
channel = -1




[State -1]
type = VarSet
trigger1 = animelemtime(33) = 60
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*1)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelemtime(33) = 60
fv = 1
value = fvar(1)*0.9
persistent = 0
ignorehitpause = 1





[State 3200]
type = PlaySnd
trigger1 = animelemtime(25) = 10
value = 3200, 0
channel = -1
[State 3200]
type = PlaySnd
trigger1 = animelemtime(30) = 1
value = 3200,5
channel = -1
[State 3200]
type = PlaySnd
trigger1 = animelemtime(31) = 1
value = 3200, 3
channel = -1



[State 3200]
type = HitAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
value = 1


[State 3200, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8, 3
channel = -1
[State 3200]
type = Explod
trigger1 = animelem = 4
anim = 7008+random%2
ID = 7008
pos = 60, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State 3200, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = 8, 3
channel = -1
[State 3200]
type = Explod
trigger1 = animelem = 14
anim = 7008+random%2
ID = 7008
pos = 115, -45
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State 3200]
type = Explod
trigger1 = animelem = 16
anim = 3700
ID = 3700
pos = -10, -45
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.8, 0.8
sprpriority = 7
supermovetime = 999
pausemovetime = 999
persistent = 0
ownpal = 1
[State 3200]
type = Explod
trigger1 = animelem = 16
anim = 3702
ID = 3702
pos = -10, -45
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 0.8, 0.8
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0
[State 3200]
type = Explod
trigger1 = animelem = 25
anim = 3708
ID = 3708
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0



[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
trigger1 = Alive
value = 3211,0
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelemtime(25) = 90
trigger1 = Alive
value = 3211,1
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelemtime(30) = 70
trigger1 = Alive
value = 3211,2
channel = 0
ignorehitpause = 1



[State 3200]
type = Helper
trigger1 = animelemtime(31) = 1
helpertype = normal
name = "kensen"
ID = 3704
pos = -30, -40
postype = p2
facing = 1
stateno = 3704
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 3200]
type = Helper
trigger1 = animelemtime(31) = 1
helpertype = normal
name = "kensen"
ID = 3704
pos = -6,0
postype = p2
facing = 1
stateno = 3705
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 3200]
type = RemoveExplod
trigger1 = animelemtime(33) = 59
ID = 3700
[State 3200]
type = RemoveExplod
trigger1 = animelemtime(33) = 59
ID = 3702
[State 3200]
type = Explod
trigger1 = animelemtime(33) = 59
anim = 3701
ID = 3701
pos = -10, -45
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.8, 0.8
sprpriority = 7
supermovetime = 999
pausemovetime = 999
persistent = 0
ownpal = 1
[State 3200]
type = Explod
trigger1 = animelemtime(33) = 59
anim = 3703
ID = 3703
pos = -10, -45
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.8, 0.8
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1
persistent = 0




[State 3200]
type = Explod
trigger1 = animelemtime(33) = 59
anim = 3706
ID = 3706
pos = -10, -20
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8;0.5, 0.5
sprpriority = 8
supermovetime = 999
pausemovetime = 999
persistent = 0
ownpal = 1


[State 3200]
type = EnvShake
trigger1 = animelemtime(33) = 59
time = 65
freq = 90
ampl = -5
phase = 0




[State 3200]
type = PlaySnd
trigger1 = AnimElemtime(16) >= 0
trigger1 = AnimElemtime(31) < 0
trigger1 = time%25 = 0
value = 3200, 10
channel = -1

[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0




[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




















;---------------------------------------------------------------------------
;神輝空破斬(相手)-1
[Statedef 3220]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0


[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0

[State 3150, 1]
type = ChangeAnim
trigger1 = time = 1
value = 0



;---------------------------------------------------------------------------
;神輝空破斬(相手)-2
[Statedef 3221]
type    = S
movetype= H
physics = N
velset = -9,0
ctrl = 0

[State 3100]
type = VelMul
trigger1 = 1
x = 0.85

[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0

[State 3150, 1]
type = ChangeAnim
trigger1 = time = 1
value = 5002
[State 3150, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 5002
value = 5007


;---------------------------------------------------------------------------
;神輝空破斬(相手)-3
[Statedef 3222]
type    = S
movetype= H
physics = N
velset = -14,0
ctrl = 0
sprpriority = 6

[State 3100]
type = VelMul
trigger1 = 1
x = 0.85


[State 3150, 1]
type = ChangeAnim
trigger1 = time = 1
value = 5002

[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100]
type = ScreenBound
trigger1 = vel x > -0.05
value = 0

[State 3200]
type = velset
trigger1 = vel x > -0.05
x = 0
y = -2.1
persistent = 0


[State 3100]
type = VelMul
trigger1 = 1
y = 0.97

[State 3200]
type = PalFX
trigger1 = time <= 5
time = 1
add = 0,0,0
mul = (256-(time)*50),(256-(time)*50),(256-(time)*50)
[State 3200]
type = PalFX
trigger1 = time > 5
time = 1
add = 0,0,0
mul = 0,0,0


[State 3150, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 5002
value = 5012





;---------------------------------------------------------------------------
;神輝空破斬(相手)-4
[Statedef 3223]
type    = A
movetype= H
physics = N
velset = 0,-20
ctrl = 0
sprpriority = 3

[State 3100]
type = VelAdd
trigger1 = 1
y = 0.4

[State 3100]
type = ScreenBound
trigger1 = 1
value = 0

[State 3150, 1]
type = ChangeAnim2
trigger1 = time = 1
value = 5051
[State 3150, 1]
type = ChangeAnim2
trigger1 = vel y > -1
value = 5061
persistent = 0

[State 3100]
type = NotHitBy
trigger1 = vel y <= -3
value = SCA
time = 1
ignorehitpause = 1
[State 3100]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 10
value = 5100












;---------------------------------------------------------------------------
;神輝空破斬(剣閃)-1
[Statedef 3704]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 3704
ctrl = 0
sprpriority = 8

[State 3700]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3700]
type = AngleDraw
trigger1 = 1
scale = 2,1
[State 3700]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,226
[State 3700]
type = Trans
trigger1 = 1
trans = add

[State 3700]
type = DestroySelf
trigger1 = animtime = 0




;---------------------------------------------------------------------------
;神輝空破斬(剣閃)-2
[Statedef 3705]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 3704
ctrl = 0
sprpriority = 8

[State 3700]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3700]
type = AngleDraw
trigger1 = 1
value = 90
scale = 1,1
[State 3700]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,226
[State 3700]
type = Trans
trigger1 = 1
trans = add

[State 3700]
type = DestroySelf
trigger1 = animtime = 0







;---------------------------------------------------------------------------
;雪風1
[Statedef 3300]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 3300
ctrl     = 0
sprpriority = 2
facep2 = 1

[State -1]
type = PowerAdd
trigger1 = time = 1
value = -1000


[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 = Explod
trigger1 = time = 1
anim = 3800
ID = 3800
pos = 0, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 5
supermovetime = 999
pausemovetime = 999
ownpal = 1




[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s3200, 0
channel = -1
[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = MoveContact > 0 || MoveReversed > 0
value = s3200, 11
channel = -1
persistent = 0
[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = MoveContact > 0 || MoveReversed > 0
value = s120, random%2
channel = 0
persistent = 0


[State 3300]
type = NotHitBy
trigger1 = MoveContact = 0 && MoveReversed = 0
value = ,AA,AP
time = 1
ignorehitpause = 1
[State 3300]
type = NotHitBy
trigger1 = MoveContact > 0 || MoveReversed > 0
value = SCA
time = 1
ignorehitpause = 1



[State 3300]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP
pausetime = 0,100
sparkno = -1;S8000,0
sparkxy = 0,0
hitsound = -1;S1,1
ignorehitpause = 1

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301
ctrl = 0
;---------------------------------------------------------------------------
;雪風2
[Statedef 3301]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim     = 3301
ctrl     = 0
sprpriority = 2




[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, 0
anim = -1
sound = s11000, 2
time = 15
movetime = 15
p2defmul = 1
darken = 0
[State 3000]
type = Explod
trigger1 = animelem = 1
anim = 10120
ID = 10120
pos = 0, 0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 999
pausemovetime = 999
scale = 1.0, 1.2
sprpriority = -8
ownpal = 1
removeongethit = 1
[State 3000]
type = AssertSpecial
trigger1 = time < 26
flag = nobg
flag2 = nofg
[State 3500]
type = BGPalFX
trigger1 = time >= 25
trigger1 = time < 58
time = 1
add = 0,0,0
mul = (3*(time-25)),(3*(time-25)),(3*(time-25))
ignorehitpause = 1
[State 3500]
type = BGPalFX
trigger1 = time >= 58
trigger1 = time < 86
time = 1
add = 0,0,0
mul = 100,100,100
ignorehitpause = 1
[State 3500]
type = BGPalFX
trigger1 = time >= 86
time = 1
add = 0,0,0
mul = (100+3*(time-86)),(100+3*(time-86)),(100+3*(time-86))
ignorehitpause = 1



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

[State 3300]
type = PlayerPush
trigger1 = animelemtime(7) <= 10
value = 0
[State 3300]
type = PlayerPush
trigger1 = animelemtime(7) > 10
value = 1

[State 3300]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = s3200, 3
channel = -1
persistent = 0
[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = s860, 0
channel = 0
persistent = 0


[State 3300]
type = VelSet
trigger1 = animelemtime(5) = 4
x = 600
[State 3300]
type = VelSet
trigger1 = animelemtime(7) >= 0
x = 0
y = 0

[State 3801]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "yukikazeatk"
ID = 3801
pos = 0, -60
postype = p1
facing = 1
stateno = 3801
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 3801]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "yukikazeline"
ID = 3802
pos = 70, -50
postype = back
facing = 1
stateno = 3802
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;雪風-飛び道具
[Statedef 3801]
type     = A
movetype = A
physics  = N
velset   = 0,0
anim = 3801
sprpriority = 4



[State -2]
type = AttackDist
trigger1 = 1
value = 0
[State -2]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard




[State 3800, ヒット定義]
type = HitDef
trigger1 = !movecontact && !MoveReversed
attr = A, HP
damage = 380
animtype = hard
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 0, 20
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -36
hitsound = s8, 3
guardsound = s7, 3
ground.type = High
ground.slidetime = 999
ground.hittime  = 999
guard.ctrltime = 28
ground.velocity = -1.6,-8.2
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.6,-8.2
air.hittime = 999
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 = root,var(29) = 0
fv = 1
value = ((root,fvar(1))*0.80)
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))*0.99
persistent = 0
ignorehitpause = 1




[State 3800]
type = destroyself
trigger1 = animtime = 0




;---------------------------------------------------------------------------
;雪風(剣閃)
[Statedef 3802]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 3804
ctrl = 0
sprpriority = 8

[State 3800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -1]
type = VarSet
trigger1 = time = 1
fv = 5
value = 5
ignorehitpause = 1
[State -1]
type = VarAdd
trigger1 = 1
fv = 5
value = -0.12
ignorehitpause = 1


[State 3800]
type = AngleDraw
trigger1 = 1
scale = 1.5,fvar(5)
[State 3800]
type = Trans
trigger1 = 1
trans = add

[State 3800]
type = DestroySelf
trigger1 = animtime = 0
















;この下、一行以上空ける事。


