

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;

;---------------------------------------------------------------------------
; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0




;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; ステップ
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

; 空中
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; 着地
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより バックステップ
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

; 空中
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; 着地
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 980]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 0
v = 2
range = 0,1


[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = var(1) = 0
value = 183


[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 1
v = 2
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 1
value = 184

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = var(1) = 1
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187

;---------------------------------------------------------------------------
; 勝った動作[天上天下]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3];天上天下
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[下の下だな]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover



;---------------------------------------------------------------------------
; 勝った動作[血]
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover


;---------------------------------------------------------------------------
; 勝った動作[我、ガイアと共にあり]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3];効果音
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 191, 3];ガイアと共にあり
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0





[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = Time= 1
value = 160, 0
channel = 2;(1:ダッシュ音)

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
value = 192



[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 14
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; オロチ登場
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0


[State 191, 3];さなぎをやぶり
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 191, 3];蝶は舞う
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 29
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0



;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                                          
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1


[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 9, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 18                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s10001+random%3                     ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, Random%3                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200
envshake.time = 3;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,Random%3

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 10, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 18                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s10001+random%3                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -20, -69               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, Random%3                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200
envshake.time = 3;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,Random%3

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, Random%3

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0


[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 50
getpower = 30,30
guardflag = MA
pausetime = 28,30
sparkno = s10001+random%3
sparkxy = -10,-77
hitsound   = s310,Random%3
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)


[State 210, 2]
type = HitDef
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 35
getpower = 30,30
guardflag = MA
pausetime = 21,22
sparkno = s10001+random%3
sparkxy = -10,-75
hitsound   = s300,Random%3
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, Random%3

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
under = 0

[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 67
getpower = 61,61
guardflag = MA
pausetime = 31,32
sparkno = s10001+random%3
sparkxy = -30,-75
hitsound   = s310,Random%3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)


[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,Random%3

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 28
getpower = 61,61
guardflag = MA
pausetime = 7,23
sparkno = s10001+random%3
sparkxy = -15,-57
hitsound   = s330,Random%3
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,Random%3

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 6,16
sparkno = s10001+random%3
sparkxy = -10,-20
hitsound   = s330,Random%3
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 6,15
sparkno = s10001+random%3
sparkxy = -30,-54
hitsound   = s330,Random%3
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)


[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, Random%3

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 56
getpower = 30,30
guardflag = MA
pausetime = 8,20
sparkno = s10001+random%3
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-8
air.velocity = -1,-8.0
fall = 1
fall.recover = 0
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 31,32
sparkno = s10001+random%3
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-8
air.velocity = -1,-8.0
nochainID = 1200
fall = 1
fall.recover = 0
envshake.time = 10;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 25;振幅 (int)
envshake.phase = 100;位相 (float)

[State 191, 1]
type = veladd
trigger1 = AnimElem = 3
x = 10


[state a]
type = null;posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, Random%3

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 56
getpower = 30,30
guardflag = MA
pausetime = 18,20
sparkno = s10001+random%3
sparkxy = -25,-55
hitsound   = s340,Random%3
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = HA
pausetime = 21,22
sparkno = s10001+random%3
sparkxy = -25,-96
hitsound   = s340,Random%3
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-5.0
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)


[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 9
x = 15

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 31,25
sparkno = s10001+random%3
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -18,-5.5
air.velocity = -18,-5.8
fall = 1
fall.recover = 0
nochainID = 1200
envshake.time = 15;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 40;振幅 (int)
envshake.phase = 100;位相 (float)


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 9
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 0,13
sparkno = s10001+random%3
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200
envshake.time = 3;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 46
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 15,17
getpower = 30,30
sparkno = s10001+random%3
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)

[State 410, 2]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage    = 40
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 15,17
getpower = 30,30
sparkno = s10001+random%3
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200
envshake.time = 10;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s10001+random%3
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 74
hitflag = MAF
guardflag = L
pausetime = 31,32
sparkno = s10001+random%3
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200
envshake.time = 15;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 20;振幅 (int)
envshake.phase = 100;位相 (float)

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State -2]
type = nothitby
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(1)

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 18
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s10001+random%3
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200
envshake.time = 3;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State -2]
type = nothitby
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 65
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 22,22
sparkno = s10001+random%3
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200
envshake.time = 10;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)

;---------------------------------------------------------------------------
;垂直空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State -2]
type = nothitby
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10001+random%3
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200
envshake.time = 5;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 5;振幅 (int)
envshake.phase = 100;位相 (float)

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State -2]
type = nothitby
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 75
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 22,22
sparkno = s10001+random%3
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200
envshake.time = 15;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 15;振幅 (int)
envshake.phase = 100;位相 (float)

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State -2]
type = nothitby
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 31,25
sparkno = s10001+random%3
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-4.5
air.velocity = -8,-4.8
fall = 1
fall.recover = 0
nochainID = 1200
envshake.time = 20;ヒット時画面振動時間 (int)
envshake.freq = 100;振動数 (float)
envshake.ampl = 40;振幅 (int)
envshake.phase = 100;位相 (float)



;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= -50
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2


[State ]
type=trans
triggerall = time < 10
Trigger1=1
trans=addalpha
alpha= 0 + 8*((time+1)), 8*((time+1))+127
ignorehitpause=1

[State -2]
type = nothitby
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -150

[State -2, a];点滅
type = null;palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
color = 1
ignorehitpause = 1

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

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 1

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 9

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0



[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;投げ
[Statedef 13000]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
Velset   = 0,0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 12265
value = 12265

[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State 160000]
type = Hitdef
triggerall = !NumTarget
trigger1 = 1
attr = , AA, AT, AP;,HT
damage = 0,0
animtype = light
pausetime = 0,0
sparkxy = 999999,999999
ID = 12225

[State 160000]
type = ReversalDef
trigger1 = NumTarget 
reversal.attr = SCA,AA,AP,AT
pausetime     = 0,10
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,0
ID = 12225
;P1Stateno     = 12225

[State 1008, ステート変更]
type = ChangeState
trigger1 = numtarget(12225)
trigger1 = !target,ishelper
value = 13001

[State 1008, ステート変更]
type = ChangeState
trigger1 = time>5;!animtime
value = 205


;投げ
[Statedef 13001]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
Velset   = 0,0
hitdefpersist = 1 



[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 12270
value = 12270

[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 10008
postype = p1
pos = 10,-80
sprpriority = 6
ownpal = 1
scale = 0.5, 0.5
bindtime = -1 

[State 240, 4]
type =  null;Explod
trigger1 = AnimElem = 2
anim = 11460
postype = p1
pos = 50,0
sprpriority = 6
ownpal = 1
scale = 0.5, 0.5
bindtime = -1 

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 10001
postype = p2
pos = 0,-50
sprpriority = 6
ownpal = 1
scale = 1.5, 1.5
;bindtime = -1 

[State 240, 4]
type = null;Explod
trigger1 = AnimElem = 12
anim = 12000
postype = p2
pos = 0,-50
sprpriority = 6
ownpal = 1
scale = 0.1, 0.1
;bindtime = -1 


[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 240,0

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 225,1

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2300,3

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 225,1

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000,2

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 290,0

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 20    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
movetime = 9999
ignorehitpause = 1       

[State 2100];hit
type = Pause
trigger1 = AnimElem = 2
time = 10
;movetime = 1
ignorehitpause = 1

[State Mapelao]
type = varset
trigger1 = AnimElem = 2
var(40) = -(Target,lifemax/15)
[State 821, 4]
type = targetlifeadd
trigger1 = AnimElem = 2
value = var(40)
absolute = 1

[State 240, 4]
type = BGPalFX;AllPalFX
trigger1 = AnimElem = 12
time = 25
invertall = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 12
time  = 15   ;「画面が揺れる時間」を設定。
ampl  = 40    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
movetime = 9999
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 2100];hit
type = Pause
trigger1 = AnimElem = 12
time = 25
ignorehitpause = 1

[State Mapelao]
type = varset
trigger1 = AnimElem = 12
var(40) = -(Target,lifemax/4)
[State 821, 4]
type = targetlifeadd
trigger1 = AnimElem = 12
value = var(40)
absolute = 1


[State 2100];slow
type = Pause
trigger1 = animelem = 6,>=0
trigger1 = animelem = 9,<=0
time = 2
;movetime = 1
ignorehitpause = 1

[State -2]
type = turn
triggerall = animelem = 1
trigger1 = Target,BackEdgeBodyDist < 40  ;相手と後方の画面端との距離
trigger2 = Target,FrontEdgeBodyDist < 40 ;相手と前方の画面端との距離
value = 1
movecamera = 1,1

[State 3100]
type = posadd
trigger1 = animelem = 12
x = 40

[State 3100]
type = TargetBind
trigger1 = animelem = 1
time = 1
pos = 50, 0
[State 3100]
type = TargetBind
trigger1 = animelem = 2
time = 1
pos = 70, -10
[State 3100]
type = TargetBind
trigger1 = animelem = 3
time = 1
pos = 55, -30
[State 3100]
type = TargetBind
trigger1 = animelem = 4
time = 1
pos = 40, -80
[State 3100]
type = TargetBind
trigger1 = animelem = 5
time = 1
pos = 60, -150
[State 3100]
type = TargetBind
trigger1 = animelem = 12
time = 1
pos = 120, -110
[State 3100]
type = null;TargetVelset
trigger1 = animelem = 6
y = -2
[State 3100]
type = TargetVeladd
trigger1 = animelem = 7,>=0
trigger1 = animelem = 12,<=0
x = -1.15
y = .2
[State 3100]
type = TargetState
trigger1 = animelem = 2,>=0
trigger1 = animelem = 12,<=0
value = 13002

[State 3100]
type = TargetState
trigger1 = animelem = 13
value = 13003

[State 160000]
type = ReversalDef
trigger1 = NumTarget 
reversal.attr = SCA,AA,AP,AT
pausetime     = 0,10
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,0
ID = 12225

[State 1008, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 0
Ctrl  = 1

;投げ 相手ステート
[Statedef 13002]
type     = A
movetype = H
physics  = S
poweradd = 0
ctrl     = 0
;Velset   = 0,0
hitdefpersist = 1 


[State ]
type = AngleDraw
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),animelem = 3 ,>=0
value = -30
[State ]
type = AngleDraw
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),animelem = 4 ,>=0
value = -40
[State ]
type = AngleDraw
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),animelem= 5 ,>=0
value = -100

[State -2]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1


[State -2]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1


[State 821, 4]
type = changeanim
trigger1 = selfAnimExist(5000)
value = 5000

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State 1008, ステート変更]
type = ChangeState
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),Stateno != 13001
value = 13003


;===========================================================================
;※　投げ用
[Statedef 13003]
type    = A
movetype= H
physics = S
velset = 0,0
sprpriority = 99

[State 16003, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5011


[State 16003, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 13004

;------------------
;※　投げ用 壁吹き飛び相手側制御 - 吹っ飛ぶ
[Statedef 13004]
type    = A
movetype= H
physics = N

[State 16004, カメラスクロールの有無]
type = ScreenBound
triggerall = Pos y < 3
trigger1 = BackEdgeBodyDist < 65  ;自分と後方の画面端との距離
trigger2 = FrontEdgeBodyDist < 65 ;自分と前方の画面端との距離
value = 1
movecamera = 1,1



[State 16004, 速度加算]
type = VelSet
trigger1 = 1
X = -50

[State ];とける
type = AngleDraw
trigger1 = 1
value = time

[State 16004, ステート変更] ;壁に当たる時のステートに行く
type = ChangeState
triggerall = Pos y < -5
trigger1 = BackEdgeBodyDist <= 25
trigger2 = FrontEdgeBodyDist <= 25
value = 13005

[State 16004, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;------------------
; 壁吹き飛び相手側制御 - 壁に当たる
[Statedef 13005]
type    = A
movetype= H
physics = N


[State 16005, 振り返る]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 16005, 軸位置移動]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 16005, 移動を止める]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 16005, カメラスクロールの有無]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 16005, エフェクト表示]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 16005, 制御した相手のアニメ変更]
type = null;ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 16005, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 16005, ステート変更]
type = ChangeState
trigger1 = time>5;AnimTime = 0
value = 13006

;------------------
;壁吹き飛び相手側制御 - 壁からのバウンド
[Statedef 13006]
type    = A
movetype= H
physics = N


[State 16006, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -9.1

[State 16006, 移動速度]
type = VelSet
trigger1 = Time = 0
x = 1.8

[State 16006, 振り返る]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 16006, 速度加算]
type = VelAdd
trigger1 = 1
y = .4

[State ]
type = AngleDraw
trigger1 = 1
value = time*60


[State , アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
;trigger1 = !SelfAnimExist(5052)
value = 15050

[State 16006, アニメ変更] ;キリモミ吹っ飛び
type = null;ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 16006, アニメ変更]
type = null;ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 15050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 16006, アニメ変更]
type = null;ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 15052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 16006, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;-------------------------------------------------------------
[Statedef 10900];緊急回避前
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1
anim = 10005
poweradd = IfElse((prevstateno = [150,153]),-1000,0)

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 900, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 900, 振り向き＆歩き制御＆影消し]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = noshadow
ignorehitpause = 1

[State 900, 攻撃範囲無感知化]
type = Attackdist
trigger1 = 1
value = 0
ignorehitpause = 1

[State 900, 速度初期化]
type = Velset
trigger1 = animelemno(0) = 2
x = 0
y = 0
ignorehitpause = 1

[State 900, 位置補正]
type = Posadd
trigger1 = 1
x = vel x
y = vel y
ignorehitpause = 1

[State -2, 音を鳴らす]
type = null;PlaySnd
triggerall = !ishelper
trigger1 = animelem = 2
value = 2000,1+Random%2
volume = 100
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
trigger1 = animelem = 3
value = 1100,1
volume = 100
IgnoreHitPause = 1


[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1



[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,5
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1= AnimElem >= 2
value = 0
ignorehitpause = 1

[State 840, 1]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 10004
postype = p1
pos = -10,0
;sprprioritf = 3
sprpriority = 1
ownpal = 1
scale = 1.5,1.5
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1

[State ];とける
type = AngleDraw
trigger1 = time>=10
;trigger1 = time<=25;35
value = 0
scale = 1+(time*0.1),1-(time*0.05)
             ;1           ;1
[State ];とける
type = AngleDraw
trigger1 = time>=14
value = 0
scale = 2,0
             ;1           ;1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 15   ;「画面が揺れる時間」を設定。
ampl  = 20    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 840, 1]
type = posset
trigger1 = animelem = 1
y = 0
ignorehitpause = 1


[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 10910;0
ctrl = 0
ignorehitpause = 1

;-------------------------------------------------------------
[Statedef 10910];緊急回避後
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1
anim = 10006
poweradd = IfElse((prevstateno = [150,153]),-1000,0)

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause=1

[State 840, 1]
type = posadd
trigger1 = animelem = 1
x = 130.2+Random%140
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
trigger1 = animelem = 1
value = 1100,1
volume = 100
IgnoreHitPause = 1

[State 840, 1]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1
ignorehitpause = 1

[State ];とける
type = null;AngleDraw
trigger1 = time = 1
value = 0
scale = 0.2,0

[State ];とける
type = AngleDraw
trigger1 = Time <=20
value = 0
scale = 2.5-(time*0.07),0+(time*0.05)

[State ];とける
type = AngleDraw
trigger1 = animelem = 4
value = 1
scale = 1,1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 1
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 910, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 910, 速度初期化]
type = Velset
trigger1 = animelemno(0) = 1
x = 0
y = 0
ignorehitpause = 1

[State 910, 位置補正]
type = Posadd
trigger1 = 1
x = vel x
y = vel y
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 1
time  = 15   ;「画面が揺れる時間」を設定。
ampl  = 20    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = animelem = 1
anim = 10004
postype = p1
pos = -10,0
;sprprioritf = 3
sprpriority = 1
ownpal = 1
scale = 1.5,1.5
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1


[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 解除
[Statedef 11001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 11001
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause=1

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

[State 0]
type = Explod
triggerall = !ishelper
triggerall = var(58)=1
triggerall = time >= 4
triggerall = time <= 14
trigger1 = 1
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = -25-random%10,-110-random%20
;bindtime = -1 
scale = 0.15, 0.15
under = 0
ownpal = 1
ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = posadd
trigger1 = animelem = 7
x = -20


[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 7
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 10    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 11000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 11012
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]

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


; 鏡(?)ヘルパー2
[Statedef 11012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 11010

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0]
type = Explod
trigger1 = gametime%3=1
anim = 10007
id = 10007
sprpriority = 99
postype = p1
pos = -20-random%30,Random%50-random%60
scale = 0.3, 0.3
under = 0
ownpal = 1
ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

[State -2, 残像]
type = null;AfterImage
triggerall = ishelper
trigger1 = time = 0
time = 4000             ;残像が出ている時間（フレーム）
PalBright   =  100, 50, 50  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  220, 120, 120  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
PalAdd      = -10,-10,-10  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
PalMul      = .50,.50,.85  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = AddAlpha                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 5              ;残像の形を変化させる間隔（デフォルトは4）
length = 20               ;残像の表示する長さ（最大60・デフォルト20）
ignorehitpause = 1


[state 2901,1]
type = Velset
trigger1 = time=0
X = 1+Random% 10

[State 2901,1, 特殊効果]
type = angledraw
trigger1= var(0):=random%4||gametime%15=1
scale= 1+0.17*var(0),1+0.17*var(0);0.95+0.17*var(0),0.91+0.17*var(0)
ignorehitpause = 1


[State 2901,1, 特殊効果]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,32
sparkno = s10001+random%3
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 11013


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 300


; 鏡(?)ヘルパーヒット2
[Statedef 11013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 11011

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 0]
type = Explod
trigger1 = gametime%3=1
anim = 10007
id = 10007
sprpriority = 99
postype = p1
pos = -20-random%30,Random%100-random%110
scale = 0.4, 0.4
under = 0
ownpal = 1
ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999


[State 0]
type = Explod
triggerall = ishelper
trigger1 = (GameTime%2) = 1
anim = 10007
id = 10007
sprpriority = 99
postype = p1
pos = - random%5,random%100-random%100
bindtime = -1 
scale = 0.3, 0.3
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

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

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 18

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 11012
id = 11012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 11013
id = 11013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = hitcount <= 6
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,27
sparkno = s10001+random%3
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45

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

;連撃・一
[Statedef 16000]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10012
poweradd = 80

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause=1

[State -3]
type = veladd
x = 5
Trigger1 = AnimElem = 3

[State 152,押し戻し判定解除]
type = null;Playerpush
trigger1 = 1
value = 0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, Random%3


[State 750 , 1]
type = hitdef
trigger1 = AnimElem = 4
attr = S, NA
;hitflag = MAF
damage   = 40,10 ;65,10
animtype = medium
getpower = 10
givepower = 20,10
guardflag = M
priority = 7, Hit
pausetime = 13,16
numhits = 1
hitsound = s340,0+random%3
guardsound = s120,0
ground.slidetime = 12
sparkno = s10001+random%3
sparkxy = -10,-80
ground.type = High
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -1,-7
air.velocity = -1,-7.0
nochainID = 1200
fall = 1
fall.recover = 0
forcestand = 1
envshake.time = 6 
envshake.freq = 5
envshake.ampl = 10
envshake.phase = 100


[State 240, 4]
type = Explod
trigger1 = Time = 5
anim = 10010
postype = p1
pos = 20,50
sprpriority = 6
ownpal = 1
scale = 0.5, 0.5
bindtime = -1 

[State 750 , 2]
type = null;PlaySnd
trigger1 = Time = 3
value = s0,49


[State 750 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;連撃・二
[Statedef 16001]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10013
poweradd = 80

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause=1

[State -3]
type = veladd
x = 5
Trigger1 = time = 1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0



[State 152,押し戻し判定解除]
type = null;Playerpush
trigger1 = 1
value = 0

[State 750 , 1]
type = hitdef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 70,15
animtype = medium
getpower = 10
givepower = 20,10
guardflag = M
;hitflag = MAF
priority = 7, Hit
pausetime = 3,66
numhits = 1
hitsound = s340,0+random%3
guardsound = s120,0
sparkno = s10001+random%3
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -3
airguard.velocity = -1.9
air.velocity = -1.3,3
forcestand = 1
envshake.time = 16 
envshake.freq = 5
envshake.ampl = 10
envshake.phase = 100


[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 10011
postype = p1
pos = 35,-130
sprpriority = 6
ownpal = 1
scale = 0.5, 0.5
bindtime = -1 

[State 1999,]
type = playsnd
trigger1 = animelem = 5
value = s850,2
volume = 3000

[State 1000, 3]
type = EnvShake
trigger1 = animelem = 5
time  = 3   ;「画面が揺れる時間」を設定。
ampl  = 40    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 110  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
Persistent = 0


[State 750 , 2]
type = PlaySnd
trigger1 = Time = 3
value = s0,49

[State 750 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;連撃・三
[Statedef 16002]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10014
poweradd = 80

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause=1

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = var(1) = 0
value = 210, Random%3



[State -3]
type = veladd
x = 5
Trigger1 = time = 1

[State 750 , 1]
type = hitdef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 110,5
animtype = diagup
getpower = 10
givepower = 20,10
guardflag = M
;hitflag = MAF
priority = 7, Hit
pausetime = 30,30
numhits = 1
hitsound = s240,0
guardsound = s120,0
sparkno = s10001+random%3
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -15,-5
airguard.velocity = -15,-5
air.velocity = -15,-5
forcestand = 1
P2stateno = 16003
fall = 1
fall.damage = 45
envshake.time = 3 
envshake.freq = 176
envshake.ampl = 46
envshake.phase = 100


[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
anim = 10009
postype = p1
pos = 0,-30
sprpriority = 6
ownpal = 1
scale = 0.5, 0.5
bindtime = -1 

[State 750 , 2]
type = PlaySnd
trigger1 = Time = 3
value = s0,49


[State 750 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
[Statedef 16003]
type    = A
movetype= H
physics = S
velset = 0,0

[State 16003,]
type = null;SuperPause
trigger1 = time = 0
time = 15
anim = -1
pos = 0,0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0


[State 16003, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5011


[State 16003, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 16004

;------------------
; 壁吹き飛び相手側制御 - 吹っ飛ぶ
[Statedef 16004]
type    = A
movetype= H
physics = N

[State 16004, カメラスクロールの有無]
type = ScreenBound
triggerall = Pos y < 3
trigger1 = BackEdgeBodyDist < 65  ;自分と後方の画面端との距離
trigger2 = FrontEdgeBodyDist < 65 ;自分と前方の画面端との距離
value = 1
movecamera = 1,1


[State 16004, 攻撃を食らった時の移動速度]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 16004, 速度加算]
type = VelAdd
trigger1 = 1
y = .1



[State 16004, ステート変更] ;壁に当たる時のステートに行く
type = ChangeState
triggerall = Pos y < -5
trigger1 = BackEdgeBodyDist <= 25
trigger2 = FrontEdgeBodyDist <= 25
value = 16005

[State 16004, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;------------------
; 壁吹き飛び相手側制御 - 壁に当たる
[Statedef 16005]
type    = A
movetype= H
physics = N


[State 16005, 振り返る]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 16005, 軸位置移動]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 16005, 移動を止める]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 16005, カメラスクロールの有無]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 16005, エフェクト表示]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 16005, 制御した相手のアニメ変更]
type = null;ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 16005, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 16005, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 16006

;------------------
;壁吹き飛び相手側制御 - 壁からのバウンド
[Statedef 16006]
type    = A
movetype= H
physics = N


[State 16006, 移動速度]
type = VelSet
trigger1 = Time = 0
y = -1.1

[State 16006, 移動速度]
type = VelSet
trigger1 = Time = 0
x = 3.8

[State 16006, 振り返る]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 16006, 速度加算]
type = VelAdd
trigger1 = 1
y = .4

[State , アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 16006, アニメ変更] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 16006, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 16006, アニメ変更]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 16006, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[State 750 , 3]
type = ChangeState
trigger1 = var(59) > 0
value = 0
ctrl = 1

[State 750 , 3]
type = Changeanim
trigger1 = anim!=40
value = 40

[State 40, 1]
type = VarSet
trigger1 = Time = 0
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
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


[Statedef 11450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11450
sprpriority = 2

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1



;---------------------[効果音]
[state a];
type = null;playsnd
trigger1 = animelem = 1
value = 801,1

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=Random%5
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=5
trigger1 = animelem = 1
value = s801,1
freqmul = 1.5
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=4
trigger1 = animelem = 1
value = s801,1
freqmul = 1.4
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=3
trigger1 = animelem = 1
value = s801,1
freqmul = 1.3
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=2
trigger1 = animelem = 1
value = s801,1
freqmul = 1.2
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=1
trigger1 = animelem = 1
value = s801,1
freqmul = 1.1
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = !var(24)
trigger1 = animelem = 1
value = s801,1
freqmul = 1.0
IgnoreHitPause = 1
;---------------------[ヘルパー呼び出し]

[State 2900, 1]
type = helper
trigger1 = Animelem = 1
id = 11400
persistent = 0
name = "hasira"
pos = random%400-random%400,0
postype = P1
stateno = 11412
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[連続]

[state a]
type = changestate
trigger1 = numhelper(11400) < 10
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger1 = (time >=5)
trigger1 = (time <=10)
value = 11450

[state a]
type = changestate
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = random < 500
trigger1 = numhelper(11400) < 10
trigger1 = (time >=7)
trigger1 = (time <=10)
value = 11450

[State 240, 4]
type = Ctrlset
trigger1 = (time >=20)
value = 1

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; 火柱
[Statedef 11412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 11410

[State ];とける
type = AngleDraw
trigger1 = 1;Time <=20
;value = 0
;trans=addalpha
;alpha= 128 - 8*((Time-1)%20), 8*((Time-1)%18)+127
scale = 3-(time*0.10),1;5-(time*0.30)


[State 2901,1, 特殊効果]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

;---------------------[位置設定]
[state a]
type = posset
triggerall = time = 0
trigger1 = random < 200
trigger2 = numhelper(11400)=1
x = enemy,pos x 
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 1300,1

[state a];
type = playsnd
trigger1 = animelem = 12
value = 11,1

[state a];
type = playsnd
trigger1 = animelem = 12
value = 190,2

[State ]
type = Explod
trigger1 = animelem = 14
anim = 11420
id = 11420
ownpal = 1
sprpriority = 99
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
scale = 0.3, 1
ignorehitpause = 1
under = 0
;supermovetime = 9999999999
;pausemovetime = 9999999999

[State a]
type = Explod
trigger1 = animelem = 14
anim = 11430
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1, 1
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999


[State 0]
type = Explod
triggerall = ishelper
triggerall = animelem = 14,>=0
trigger1 = (GameTime%2) = 1
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = random%30,-20-random%90
;bindtime = -1 
scale = 0.3, 0.3
under = 0
ownpal = 1
ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

[State 0]
type = Explod
triggerall = ishelper
triggerall = animelem = 14,>=0
trigger1 = (GameTime%5) = 1
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = -20-random%30,-20-random%60
;bindtime = -1
scale = 0.3, 0.3
under = 0
ownpal = 1
ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

[State a]
type = Explod
trigger1 = animelem = 14
anim = 11440
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.5, 0.5
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = animelem = 14
anim = 11460
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.5, 0.5
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 5
ampl = -5
freq = 95
phase = 95


;---------------------[攻撃の指定]
[State 750 , 1]
type = hitdef
trigger1 = animelem = 13
trigger2 = animelem = 14
trigger3 = animelem = 15
attr = S, NA
damage    = 25,5
animtype = diagup
getpower = 10
givepower = 20,10
;guardflag = M
;hitflag = MAF
priority = 7, Hit
pausetime = 0,15
numhits = 1
hitsound = s240,0
guardsound = s120,0
sparkno = s10001+random%3
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -2,-6
airguard.velocity = -2,-6
air.velocity = -2,-6
forcestand = 1
;P2stateno = 2109
fall = 1
fall.damage = 45


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



;---------------------------------------------------------------------------
;アーマー
[Statedef 11500]
type     = U
movetype = A
physics  = U
poweradd = 0
ctrl     = 0
hitdefpersist = 1 ;前のステートのHitDefが持続

[State 11500, 状態変更];バグ対策
type = StateTypeSet
trigger1 = (Anim = 0)
MoveType = I
IgnoreHitPause = 1
Persistent = 1

[State 11500, 食らい上書き]
type = HitOverRide
triggerall = (Alive)
triggerall = (Anim != 0);バグ対策
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State ]
type = NotHitBy
trigger1 = time = 0
time = 3
value = SCA
ignorehitpause=1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = anim = 11470
value = 0


[State ]
type = angledraw
trigger1= var(0):=random%4||1
scale= 0.95+0.07*var(0),0.91+0.07*var(0)
ignorehitpause = 0

[State ]
type=trans
Trigger1=1
trans=addalpha
alpha= 128 + 8*((time-1)%20), 8*((time-1)%18)+127
ignorehitpause=1


[State 11500, ライフ増減];ダメージ量
type = LifeAdd
triggerall = palno!=[11,12]
trigger1 = Time = 0
trigger1 = GetHitVar(Damage) < 300
value = -(GetHitVar(Damage)/4)
IgnoreHitPause = 1
Persistent = 1

[State 11500, ライフ増減];ダメージ量
type = LifeAdd
triggerall = palno!=[11,12]
trigger1 = Time = 0
trigger1 = GetHitVar(Damage) > 300
value = -10;(GetHitVar(Damage))
IgnoreHitPause = 1
Persistent = 1

[State 11500, 特殊効果]
type = AssertSpecial
triggerall = (Alive) && (Anim != 0);バグ対策
trigger1 = !(HitShakeOver)
flag = TimerFreeze
pausemovetime = 99999999
IgnoreHitPause = 1

[State 11500, 時間停止]
type = Pause
triggerall = (Life > 0) && (Anim != 0);バグ対策
triggerall = GetHitVar(HitShakeTime)<50
trigger1 = (Time = 0)
time = ceil(GetHitVar(HitShakeTime)/3)
movetime = 0
IgnoreHitPause = 1


[State 11500, 画像の色]
type = PalFX
triggerall = (Alive)
trigger1 = Time = 0
time = GetHitVar(HitShakeTime)
add = 250,20,40
sinadd = 22,5,364,3
pausemovetime = 99999999
IgnoreHitPause = 1

[State 11500, 軸位置]
type = PosSet
trigger1 = (statetype != A)
trigger1 = (Alive)
y = 0

[State 11500, ステート変更];負けた時の処理
type = ChangeState
trigger1 = (Life <= 0)||(Lose)
value = 5030
IgnoreHitPause = 1

[State 11500, ステート変更]
type = ChangeState
triggerall = (Alive)
trigger1 = anim = [120,140]
trigger2 = anim = 11470
value = anim

[State 11500, ステート変更]
type = ChangeState
triggerall = (Alive)
trigger1 = AnimTime = 0
trigger2 = (PrevStateNo = 1008) && (Anim = 0);バグ対策
value = 120
ctrl = 1


;---------------------------------------------------------------------------
;突進技
[Statedef 11470]
type     = S
movetype = A
physics  = S
poweradd = 50
ctrl     = 0
;anim     = 11470
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 11470
value = 11470

[State -2, 食らい上書き]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP,AT
forceair = ifelse((!Alive),1,0)
stateno = 11500
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1000,1

[state a];
type = playsnd
trigger1 = animelem = 7
value = 1100,1

[state a];
type = playsnd
trigger1 = animelem = 14
value = 850,2

[state a];
type = playsnd
trigger1 = animelem = 14
value = 1300,1

[state a];
type = null;playsnd
trigger1 = animelem = 7
value = 1200,0

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 7
time = 15
ampl = 35
freq = 95
phase = 95


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 14
time = 15
ampl = -55
freq = 95
phase = 95

[State a]
type = Explod
trigger1 = AnimElem = 14
anim = 11490
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999

[state a];
type = playsnd
trigger1 = random < 300
trigger1 = animelem = 6
value = 2000,2

[State a]
type = Explod
trigger1 = AnimElem = 7
anim = 11440
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.5,0.5
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999


[State 106, 0]
type = VelSet
trigger1 = AnimElem = 7
x = 45+Random%15


[State -2];slow
type = null;Pause
triggerall = animelem = 7,>=0
triggerall = animelem = 14,<=0
triggerall = (GameTime%2) = 1
trigger1 = 1;p2movetype = H
time = 2
;movetime = 1
ignorehitpause = 1

[State 106, 1]
type = VelAdd
triggerall = animelem = 14,>=0
trigger1 = Vel x > 0
x = -2

[State 106, 1]
type = VelSet
triggerall = animelem = 14,>=0
trigger1 = Vel x < 0
x = 0

[State ]
type = null;angledraw
trigger1= var(0):=random%4||1
scale= 0.95+0.07*var(0),0.91+0.07*var(0)
ignorehitpause = 0

[State ]
type=null;trans
Trigger1=1
trans=addalpha
alpha= 128 + 8*((time-1)%20), 8*((time-1)%18)+127
ignorehitpause=1


[State 750 , 1]
type = hitdef
trigger1 = 1;AnimElem = 7
;trigger2 = AnimElem = 8
;trigger3 = AnimElem = 9
;trigger4 = AnimElem = 10
;trigger5 = AnimElem = 11
;trigger6 = AnimElem = 12
attr = S, NA
damage    = 30,5
animtype = diagup
getpower = 10
givepower = 20,10
guardflag = M
;hitflag = MAF
priority = 7, Hit
pausetime = 2,10
numhits = 1
hitsound = s240,0
guardsound = s120,0
sparkno = s10001+random%3
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = 5,-10
airguard.velocity = 5,-10
air.velocity = 5,-10
forcestand = 1
;P2stateno = 2109
fall = 1
fall.damage = 45
envshake.time = 2 
envshake.freq = 176
envshake.ampl = 15
envshake.phase = 100

[State 1008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl  = 1



















































;---------------------------------------------------------------------------
;;;;;;;;;;;;;;;;;;;;ここから超必殺技;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;---------------------------------------------------------------------------
;設置技
[Statedef 11530]
type     = S
movetype = A
physics  = S
poweradd = -1000
ctrl     = 0
velset = 0,0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 11530
value = 11530

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = animelem = 5,>=0
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 5
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1



[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State a]
type = Explod
trigger1 = AnimElem = 5
anim = 12245;11510
postype = p1
pos = -35,-125
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1,1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2900, 1]
type = helper
triggerall = animelem = 8,>=0
triggerall = animelem = 9,<=0
trigger1 = gametime%3=1
;trigger2 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
id = 11520
name = "setti"
postype = back
pos = 60+Random%280,-20-Random%150
stateno = 11520
helpertype = normal
keyctrl = 0
ownpal = 1


[state a];
type = playsnd
trigger1 = animelem = 5
value = 3000,1

[State 1020, 4]
type = null;EnvShake
trigger1 = animelem = 7
time = 15
ampl = 35
freq = 95
phase = 95

[State 1008, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl  = 1

[Statedef 11520]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 11520

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ];縮む
type = AngleDraw
trigger1 = Time <=20
value = time*5
;alpha= 128 - 8*((Time-1)%20), 8*((Time-1)%18)+127
scale = 7.5-(time*0.30),7.5-(time*0.30)

[State ];回転
type = AngleDraw
triggerall = Time >=20
trigger1= var(0):=random%4||1
value = time*5
scale= 1+0.07*var(0),1+0.07*var(0);0.95+0.07*var(0),0.91+0.07*var(0)

[State ]
type = null;AngleAdd
trigger1 = 1
value = 13

[State ]
type=trans
Trigger1=1
trans=add
ignorehitpause=1

;---------------------[効果音]
[state a];
type = null;playsnd
trigger1 = time = 0
value = 801,1
freqmul = 1.0

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=numhelper(11520) ;< 10;Random%5
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)>=20
trigger1 = time = 0
value = s801,1
freqmul = 2.4
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=19
trigger1 = time = 0
value = s801,1
freqmul = 2.3
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=18
trigger1 = time = 0
value = s801,1
freqmul = 2.2
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=17
trigger1 = time = 0
value = s801,1
freqmul = 2.1
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=16
trigger1 = time = 0
value = s801,1
freqmul = 2.0
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=15
trigger1 = time = 0
value = s801,1
freqmul = 1.9
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=14
trigger1 = time = 0
value = s1801,1
freqmul = 1.8
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=13
trigger1 = time = 0
value = s801,1
freqmul = 1.7
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=12
trigger1 = time = 0
value = s801,1
freqmul = 1.6
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=11
trigger1 = time = 0
value = s801,1
freqmul = 1.5
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=10
trigger1 = time = 0
value = s801,1
freqmul = 1.4
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=9
trigger1 = time = 0
value = s801,1
freqmul = 1.3
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=8
trigger1 = time = 0
value = s801,1
freqmul = 1.2
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=7
trigger1 = time = 0
value = s801,1
freqmul = 1.1
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=6
trigger1 = time = 0
value = s801,1
freqmul = 1.0
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=5
trigger1 = time = 0
value = s801,1
freqmul = 0.9
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=4
trigger1 = time = 0
value = s1801,1
freqmul = 0.8
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=3
trigger1 = time = 0
value = s801,1
freqmul = 0.7
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=2
trigger1 = time = 0
value = s801,1
freqmul = 0.6
IgnoreHitPause = 1
[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=0
trigger1 = time = 0
value = s801,1
freqmul = 0.5
IgnoreHitPause = 1
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]

[State ];ランダム移動
type = velset
trigger1 = Time >=20
x = 0.5
;

[State ];ランダム移動
type = velset
trigger1 = Time =20
trigger1 = random < 650
y = 0.4

[State ];ランダム移動
type = velset
trigger1 = Time =20
trigger1 = random < 350
y = -0.5

;---------------------[エフェクト]


[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 2
ampl = 5
freq = 95
phase = 95

[State 0]
type = Explod
triggerall = ishelper
trigger1 = (GameTime%2) = 1
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = random%25,-10-random%30
;bindtime = -1 
scale = 0.1, 0.1
under = 0
ownpal = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

[State 0]
type = Explod
triggerall = ishelper
trigger1 = (GameTime%5) = 1
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = -5-random%20,-20-random%20
;bindtime = -1
scale = 0.1, 0.1
under = 0
ownpal = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999


[State 1000, 5];
type = Explod
trigger1 = MoveHit
anim = 11480
id = 11480
sprpriority = 3
postype = p1
velset = 0,-20
pos = 0,0
bindtime = -1
scale = 1.3, 1.3
supermove = 0
ontop = 1
persistent = 0
ignorehitpause = 0
under = 0

;---------------------[攻撃の指定]
[State 750 , 1]
type = hitdef
trigger1 = time>50
attr = S, NA
damage    = 0,0
animtype = diagup
getpower = 10
givepower = 20,10
;hitflag = MAF
priority = 7, Hit
pausetime = 0,30
numhits = 1
;hitsound = s1300,1
guardsound = s120,0
sparkno = -1
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -2,-6
airguard.velocity = -2,-6
air.velocity = -2,-6
forcestand = 1
;P2stateno = 2109
fall = 1
fall.damage = 45

;---------------------[消滅]
[state a]
type = ChangeState
trigger1 = MoveHit
trigger2 = time >= 300
trigger2 = random < 20
value = 11480


[Statedef 11480]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 11480

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 15
ampl = 35
freq = 95
phase = 95

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ];膨張
type = AngleDraw
trigger1 = Time <=20
scale = 0.1+(time*0.30),0.1+(time*0.30)


[State ]
type=trans
Trigger1=1
trans=add
ignorehitpause=1

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 0
value = s1300,1
channel = 5

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=Random%5
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
trigger1 = var(24)=5
trigger1 = (GameTime%2) = 0
value = s1300,1
channel = 5
volume = -50
freqmul = 2.1
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=4
trigger1 = (GameTime%2) = 0
value = s1300,1
channel = 5
volume = -50
freqmul = 1.9
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=3
trigger1 = (GameTime%2) = 0
value = s1300,1
channel = 5
volume = -50
freqmul = 1.7
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=2
trigger1 = (GameTime%2) = 0
value = s1300,1
channel = 5
volume = -50
freqmul = 1.5
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=1
trigger1 = (GameTime%2) = 0
value = s1300,1
channel = 5
volume = -50
freqmul = 1.0
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=0
trigger1 = (GameTime%2) = 0
value = s1300,1
channel = 5
volume = -50
freqmul = 0.8
IgnoreHitPause = 1


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

;---------------------[移動]


;---------------------[エフェクト]

[State 1000, 5];
type = Explod
trigger1 = gametime%2=1
anim = 11480
id = 11480
sprpriority = 3
postype = p1
pos = random%50-random%50,random%50-random%50
bindtime = -1
scale = 1.3, 1.3
supermove = 0
ontop = 1
;persistent = 0
ignorehitpause = 0
under = 0

;---------------------[攻撃の指定]
[State 750 , 1]
type = hitdef
trigger1 = time=0
attr = S, NA
damage    = 100,0
animtype = diagup
getpower = 10
givepower = 20,10
;hitflag = MAF
priority = 7, Hit
pausetime = 0,30
numhits = 1
hitsound = s1300,1
guardsound = s120,0
sparkno = -1
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -2,-6
airguard.velocity = -2,-6
air.velocity = -2,-6
forcestand = 1
;P2stateno = 2109
fall = 1
fall.damage = 45

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


;混
[Statedef 11540]
type     = S
movetype = A
physics  = S
poweradd = -1000
ctrl     = 0
velset = 0,0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 11540
value = 11540

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = animelem = 8,>=0
;trigger1 = time <=170
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State ]
type=trans
trigger1 = animelem = 8,>=0
trigger1 = time <=170
trans=add
ignorehitpause=1


[state 190]
type = superpause
trigger1 = AnimElem = 8
time = 85
movetime = 85
anim = -1
darken = 0
unhittable = 1

[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State a]
type = Explod
trigger1 = AnimElem = 8
anim = 12245;11510
postype = p1
pos = 5,-140
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1,1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=1
var(24) = 0
ignorehitpause = 1

[State 0]
type = Explod
triggerall = !ishelper
trigger1 = animelem = 16,>=0
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = random%20,-100-random%50
;bindtime = -1 
scale = 0.15, 0.15
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 0]
type = Explod
triggerall = !ishelper
trigger1 = animelem = 16,>=0
trigger1 = time >=100
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = random%300-random%300,- random%50
;bindtime = -1 
scale = 0.2+(random%5/10), 0.2+(random%5/10)
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 0]
type = Explod
triggerall = !ishelper
trigger1 = animelem = 16,>=0
trigger1 = time >=100
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = random%300-random%300,- random%10
;bindtime = -1 
scale = 0.2+(random%5/10), 0.2+(random%5/10)
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 0]
type = Explod
triggerall = !ishelper
trigger1 = animelem = 16,>=0
trigger1 = time >=100
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = random%300-random%300,- random%100
;bindtime = -1 
scale = 0.2+(random%5/10), 0.2+(random%5/10)
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = envshake
trigger1 = !ishelper
trigger1 = animelem = 16,>=0
trigger1 = gametime%3 = 0
time = 3
freq = 120
ampl = -3
phase = 0
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = animelem = 16
ID = 16000
name = "mu"
postype = p1;back
pos = 0,0;-17,-200
sprpriority = -4
stateno = 16500
helpertype = normal
keyctrl = 0
persistent = 0
bindtime = -1
ignorehitpause = 1
ownpal = 1
;scale = 1.12,1.12
size.xscale = 1.11;2
size.yscale = 1.11;2

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = gametime%3
trigger1 = time >=110
trigger1 = time <=210
var(24) = -3
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
;trigger1 = gametime%2
trigger1 = var(24)<0
trigger1 = time >=210
var(24) = 3
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 16
anim = 11560
scale = 0.5,0.5
id = 11560
postype = back
pos = -1,-1
sprpriority = 99999
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 0]
type = allpalfx
;triggerall = var(24)
trigger1 = !ishelper
trigger1 = time >=110
time = 1
mul = 255-var(24)*8,255-var(24)*8,255-var(24)*8;255-(var(24)*8),255-(var(24)*8),255-(var(24)*8)
ignorehitpause = 1

[state a];
type = playsnd
trigger1 = animelem = 8
value = 3000,1
volume = 3000
freqmul = 0.9

[state a];
type = playsnd
trigger1 = AnimElem = 16
value = 2200,2
volume = 3000
freqmul = 0.7


[state a];
type = playsnd
trigger1 = AnimElem = 8
value = 10000,4
volume = 3000
freqmul = 0.9

[state a];
type = playsnd
trigger1 = AnimElem = 16
value = 10000,5
volume = 3000
freqmul = 0.9

[State 1008, ステート変更]
type = ChangeState
trigger1 = time >=310
value = 11550




[Statedef 16500];攻撃ヘルパー
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 16000
sprpriority = 2

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 240, 2]
type = HitDef
trigger1 = Root,Stateno = 11540
trigger1 = gametime%3=1
attr = S, HP
;ID = 2000
animtype = DiagUp
damage    = 10,10
;hitflag = MAF
pausetime = 0,20
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guardsound = S0,25
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
yaccel = .4
;p2stateno = 12109

[State 810, Bind 1]
type = TargetState
triggerall = numtarget
triggerall = Enemy,hitshakeover
trigger1 = win
trigger1 = hitshakeover = 1
trigger2 = Root,Stateno != 11540
value = 12109
persistent = 0

[State 240, 4]
type = Explod
trigger1 = Root,Stateno = 11540
trigger1 = enemy,movetype=H
anim = 10001+random%3
scale = 1,1
postype = p2
pos = 0,-50
sprpriority = 99999
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = -1


[State 2100];slow
type = Pause
triggerall = P2stateno = 12109
triggerall = 1
triggerall = (GameTime%3) = 1
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State 240, 4]
type = destroyself
triggerall = Enemy,hitshakeover
trigger1 = Root,Stateno != [11540,11550]

;混 終了
[Statedef 11550]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset = 0,0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 11550
value = 11550

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(24)
trigger1 = animelem = 2,>=0
var(24) = -3
ignorehitpause = 1

[State 0]
type = null;allpalfx
triggerall = var(24)
trigger1 = !ishelper
time = 1
mul = 255-(var(24)*8),255-(var(24)*8),255-(var(24)*8)
ignorehitpause = 1

[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State 1008, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 0
Ctrl  = 1



[Statedef 12109];吹っ飛び
type    = A
movetype = H
physics = N
velset = -5,-8
sprpriority = -1
facep2 = 1

[State -2, 無敵]
type = null;Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1


[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = anim!=5052
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = anim!=2244
trigger1 = !selfAnimExist(5052)
trigger1 = selfAnimExist(2244)
value = 2244

[State 821, 4]
type = changeanim
trigger1 = time >= 20
trigger1 = anim!=5062
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time >= 20
trigger1 = anim!=2245
trigger1 = !selfAnimExist(5062)
trigger1 = selfAnimExist(2245)
value = 2245

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100





;大神
[Statedef 12100]
type     = S
movetype = A
physics  = S
poweradd = -2000
velset   = 0,0
ctrl     = 0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 12100
value = 12100

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = animelem = 12,>=0
;trigger1 = time <=170
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State ]
type=trans
trigger1 = animelem = 12,>=0
trigger1 = time <=170
trans=add
ignorehitpause=1


[state 190]
type = superpause
trigger1 = AnimElem = 12
time = 85
movetime = 85
anim = -1
darken = 0
unhittable = 1

[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State a]
type = Explod
trigger1 = AnimElem = 12
anim = 11510
postype = p1
pos = 50,-100
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1,1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=1
var(24) = 0
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = animelem = 12
ID = 12200
name = "oomiwa"
postype = p2
pos = 0,0;-17,-200
sprpriority = -4
stateno = 12200
helpertype = normal
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
persistent = 0
bindtime = -1
ignorehitpause = 1
ownpal = 1
;scale = 1.12,1.12
size.xscale = 1.11;2
size.yscale = 1.11;2


[state a];
type = playsnd
trigger1 = animelem = 12
value = 3000,2
volume = 3000
freqmul = 0.9


[state a];
type = playsnd
trigger1 = AnimElem = 12
value = 10000,0
volume = 3000
freqmul = 0.9

[State 1008, ステート変更]
type = ChangeState
trigger1 = !animtime
trigger1 = numhelper(12200)
trigger1 = helper(12200),numtarget
value = 12150

[State 1008, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 0
Ctrl = 1

;大神 攻撃
[Statedef 12150]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset = 0,0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 12150
value = 12150

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1;animelem = 12,>=0
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = !Enemy(0),numpartner
flag = noko 
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = TimerFreeze
ignorehitpause = 1

[State ]
type=trans
trigger1 = 1;animelem = 12,>=0
;trigger1 = time <=170
trans=add
ignorehitpause=1

[State 821, 4]
type = varset
trigger1 = time>130
var(24)=20
ignorehitpause = 1
[State 821, 4]
type = varset
trigger1 = time>200
var(24)=15
ignorehitpause = 1
[State 821, 4]
type = varset
trigger1 = time>260
var(24)=10
ignorehitpause = 1
[State 821, 4]
type = varset
trigger1 = time>300
var(24)=5
ignorehitpause = 1
[State 821, 4]
type = varset
trigger1 = time>360
var(24)=2
ignorehitpause = 1




[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[state a];
type = playsnd
trigger1 = time=60;time=23
value = 10000,1
volume = 3000
freqmul = 0.9

[state a];
type = playsnd
trigger1 = time=170;time=23
value = 10000,2
volume = 3000
freqmul = 0.9

[State -2]
type=envshake
triggerall = time>=130
trigger1 = var(24)
trigger1 = gametime%var(24) = 0
time=2+(time/100)
freq=180
ampl=5+(time/100)
phase=90
ignorehitpause=1

[State 4100,1]
type = Helper
triggerall = time>=130
triggerall = var(24)
trigger1 = gametime%var(24) = 0
ID = 12000
name = "oomiwa2"
postype = p2
pos = random%30-random%30,-50-random%20;-17,-200
sprpriority = -4
stateno = 12000
helpertype = normal
;supermovetime = 9999999999999
;pausemovetime = 9999999999999
keyctrl = 0
;persistent = 0
bindtime = -1
ignorehitpause = 1
ownpal = 1
;scale = 1.12,1.12
size.xscale = 0.9
size.yscale = 0.3

[State 4100,1]
type = Helper
triggerall = time>=130
triggerall = var(24)
trigger1 = gametime%var(24) = 0
trigger1 = random>300
ID = 12000
name = "oomiwa2"
postype = p2
pos = random%30-random%30,-50-random%20;-17,-200
sprpriority = -4
stateno = 12000
helpertype = normal
;supermovetime = 9999999999999
;pausemovetime = 9999999999999
keyctrl = 0
;persistent = 0
bindtime = -1
ignorehitpause = 1
ownpal = 1
;scale = 1.12,1.12
size.xscale = 0.9
size.yscale = 0.3

[state a];
type = null;playsnd
trigger1 = AnimElem = 12
value = 2000,0
volume = 3000
freqmul = 0.9

[State 0]
type = varset
trigger1 = var(25)
trigger1 = time =0
var(25) = 0
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = time >=372
var(25) = 1
ignorehitpause = 1


[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = time >=372
time = 1
mul = 255-(var(25)*8),255-(var(25)*8),255-(var(25)*8)
ignorehitpause = 1


[State 1008, ステート変更]
type = ChangeState
trigger1 = time>400;!animtime
value = 12300

;大神 終了
[Statedef 12300]
type     = S
movetype = A
physics  = S
ctrl     = 0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 12300
value = 12300


[State 1008, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 0;11550
Ctrl = 1

; 大神　攻撃ヘルパー
[Statedef 12200]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 12200


[State ];とける
type = AngleDraw
trigger1 = time<39
trigger1 = time>28
;trigger1 = animelem = 10,>=0
;value = 0
;trans=addalpha
;alpha= 128 - 8*((Time-1)%20), 8*((Time-1)%18)+127
scale = 1,0.1


[State ];とける
type = AngleDraw
trigger1 = animelem = 10,<=0
;value = 0
;trans=addalpha
;alpha= 128 - 8*((Time-1)%20), 8*((Time-1)%18)+127
scale = 3-(time*0.10),1;5-(time*0.30)


[State ];とける
type = AngleDraw
trigger1 = time>38
trigger1 = time<49
;value = 0
;trans=addalpha
;alpha= 128 - 8*((Time-1)%20), 8*((Time-1)%18)+127
scale = 1,0.1+(time*0.01)


[State ];とける
type = posadd
trigger1 = time>39
trigger1 = time<49
trigger1 = pos y > -50
y = -5

[State 821, 4]
type = targetveladd
trigger1 = numtarget
trigger1 = Root,anim=12150
trigger1 = Root,animelem = 7,>=0
trigger1 = target,pos y > -120
y = -0.1

[State 821, 4]
type = targetvelset
trigger1 = numtarget
trigger1 = Root,anim=12150
trigger1 = Root,animelem = 7,>=0
trigger1 = target,pos y < -120
y = 0

[State Mapelao]
type = varset
triggerall = numtarget
triggerall = Root,time>=130
triggerall = Root,var(24)
trigger1 = gametime%Root,var(24) = 0
var(40) = -(Target,lifemax/300)
[State 821, 4]
type = targetlifeadd
triggerall = numtarget
triggerall = Root,time>=130
triggerall = Root,var(24)
trigger1 = gametime%Root,var(24) = 0
value = var(40)
absolute = 1

[State 821, 4]
type = targetstate
trigger1 = numtarget
value = 12250

[State 2901,1, 特殊効果]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1


[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[位置設定]
[state a]
type = posset
trigger1 = 1
x = enemy,pos x 

[State ];追従
type = posset
trigger1 = numtarget
trigger1 = animelem = 12,>=0
y = target,pos y - 50
x = target,pos x

[state a]
type = posset
trigger1 = time=0
y = 0
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,0

;---------------------[]
[State 1020, 4]
type = null;EnvShake
trigger1 = animelem = 12
time = 5
ampl = -5
freq = 95
phase = 95

[state a];
type = playsnd
trigger1 = animelem = 11
value = 1300,1

[state a];
type = playsnd
trigger1 = animelem = 11
value = 11,1

[state a];
type = playsnd
trigger1 = animelem = 11
value = 190,2

[State ]
type = Explod
trigger1 = animelem = 11
anim = 11420
id = 11420
ownpal = 1
sprpriority = 99
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
scale = 0.5, 2
ignorehitpause = 1
under = 0
supermovetime = 9999999999
pausemovetime = 9999999999

[State a]
type = Explod
trigger1 = animelem = 11
anim = 11430
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1.5, 1.5
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 0]
type = Explod
triggerall = ishelper
triggerall = animelem = 13,>=0
trigger1 = (GameTime%2) = 1
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = random%30,70-20-random%90
;bindtime = -1 
scale = 0.2, 0.2
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 0]
type = Explod
triggerall = ishelper
triggerall = animelem = 13,>=0
trigger1 = (GameTime%5) = 1
anim = 10000
id = 10000
sprpriority = 99
postype = p1
pos = -20-random%30,70-20-random%60
;bindtime = -1
scale = 0.2, 0.2
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State a]
type = Explod
trigger1 = animelem = 11
anim = 11440
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.5, 0.5
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = animelem = 11
anim = 11460
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.5, 0.5
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
;---------------------[攻撃の指定]
[State 750 , 1]
type = hitdef
trigger1 = animelem = 11
attr = S, NA
damage    = 50,5
animtype = diagup
getpower = 10
givepower = 20,10
;guardflag = M
;hitflag = MAF
priority = 7, miss
pausetime = 0,15
numhits = 1
hitsound = s240,0
guardsound = s120,0
sparkno = s10001+random%3
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = 0,-6
airguard.velocity = 0,-6
air.velocity = 0,-6
forcestand = 1
P2stateno = 12250
ID = 12200
fall = 1
fall.damage = 45

[State 160000]
type = ReversalDef
trigger1 = numtarget
reversal.attr = SCA,AA,AP,AT
pausetime     = 0,2
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,0
;---------------------[消滅]
[state a]
type = Changestate
trigger1 = Root,Stateno=12300
value = 12201

[state a]
type = destroyself
trigger1 = !numtarget
trigger1 = animelem = 12

; 大神　攻撃ヘルパー
[Statedef 12201]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 16000

[State 16003,]
type = SuperPause
trigger1 = time = 0
time = 15
anim = -1
pos = 0,0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0

[State 100, 4]
type = Explod
trigger1 = time=0
anim = 12210
sprpriority = 99
postype = p2;left
pos   = 0,0 
bindtime = 1
ownpal = 1
ontop = 1
scale = 2,2
trans = sub
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 2901,1, 特殊効果]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 1000,1
freqmul = 0.7
volume = 3000

[state a];
type = playsnd
trigger1 = animelem = 1
value = 1300,1
volume = 3000
freqmul = 1.5

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 1
time = 10
ampl = 100
freq = 195
phase = 95


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

; 大神　相手
[Statedef 12250]
type    = A
movetype= H
physics = N
juggle  = 0
poweradd= 0
;velset = 0,0
ctrl = 0


[State 821, 4]
type = Velset
trigger1 = time=0
trigger1 = anim!=5000
x=0
y=0

[State -2]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1


[State 821, 4]
type = changeanim
trigger1 = selfAnimExist(5000)
value = 5000

[state 2901,1]
type = changestate
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),stateno=12300
value = 17003


;===========================================================================
;大神用
[Statedef 17003]
type    = A
movetype= H
physics = S
velset = 0,0



[State 16003, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5011

[State 16003, ステート変更]
type = ChangeState
trigger1 = 1;HitShakeOver = 1 ;ヒット硬直が解けたら
value = 17004

; 壁吹き飛び相手側制御 - 吹っ飛ぶ
[Statedef 17004]
type    = A
movetype= H
physics = N

[State 16004, 移動速度]
type = VelSet
trigger1 = Time = 0
x = 0
y = -45

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 16004, 速度加算]
type = VelAdd
trigger1 = 1
y = .7;.2

[State -2]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1


[State -2]
type=envshake
trigger1 = (Vel y > 0) && (Pos y >= 0)
time=15
freq=30
ampl=-30
phase=90
ignorehitpause=1

[State 16004, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


[statedef 12000]
movetype = A
sprpriority=99
anim=12000


[State 2901,1, 特殊効果]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=Random%5
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=5
trigger1 = animelem = 1
value = s240,0
freqmul = 1.5
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=4
trigger1 = animelem = 1
value = s240,0
freqmul = 1.4
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=3
trigger1 = animelem = 1
value = s240,0
freqmul = 1.3
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=2
trigger1 = animelem = 1
value = s240,0
freqmul = 1.2
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = var(24)=1
trigger1 = animelem = 1
value = s240,0
freqmul = 1.1
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = !var(24)
trigger1 = animelem = 1
value = s240,0
freqmul = 1.0
IgnoreHitPause = 1

[State -2]
type = varset
trigger1 = time = 0
var(0) = random
ignorehitpause = 1


[State -2]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 750 , 1]
type = hitdef
trigger1 = time=0
attr = S, NA
damage    = 5,5
animtype = diagup
getpower = 10
givepower = 20,10
;guardflag = M
;hitflag = MAF
priority = 7, Hit
pausetime = 0,20
numhits = 1
hitsound = -1;s240,0
guardsound = s120,0
sparkno = -1;s10001+random%3
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = 0,-6
airguard.velocity = 0,-6
air.velocity = 0,-6
forcestand = 1
P2stateno = 12250
ID = 12200
fall = 1
fall.damage = 300

[State -2]
type = angledraw
trigger1 = 1
value = var(0)
ignorehitpause = 1 

[State -2]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1






;魂抜き
[Statedef 12220]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
Velset   = 0,0
hitdefpersist = 1 


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 12220
value = 12220

[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[state a];
type = playsnd
trigger1 = AnimElem = 1
value = 2000,0
volume = 3000
freqmul = 0.9

[State 160000]
type = ReversalDef
trigger1 = 1;!NumTarget 
reversal.attr = SCA,AA,AP,AT
pausetime     = 0,10
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,0
ID = 12225
;P1Stateno     = 12225

[State 1008, ステート変更]
type = ChangeState
trigger1 = numtarget(12225)
trigger1 = !target,ishelper
value = 12225

[State 1008, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 0
Ctrl = 1

;魂抜き
[Statedef 12225]
type     = S
movetype = A
physics  = S
poweradd = -3000
ctrl     = 0
velset = 0,0
hitdefpersist = 1 
facep2   = 1


[State , アニメ変更]
type = ChangeAnim
trigger1 = anim != 12225
value = 12225

[State 160000]
type = ReversalDef
trigger1 = 1;numtarget
reversal.attr = SCA,AA,AP,AT
pausetime     = 0,2
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,0

[State 3100,AssertSpecial]
type = null;AssertSpecial
;trigger1 = animelem = 11,<=0;26,<=0
trigger1 = animelem = 11,<=0
flag = NoFG
flag2 = NoBG
supermovetime=999
ignorehitpause = 1

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = time=0
var(24) = 0
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(24)<85
trigger1 = animelem = 10,>=0
var(24) = 1
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(24)
trigger1 = var(24)>=0
trigger1 = animelem = 28,>=0
var(24) = -5
ignorehitpause = 1



[State 0]
type = PalFX
;trigger1 = animelem = 27
trigger1 = animelem = 10,>=0
trigger1 = animelem = 28,<=0
time = 1;57
;add = 0,0,0
mul = 256-(var(24)*3),256-(var(24)*3),256-(var(24)*3);0,0,0
;sinadd = 256,256,256,10
;invertall = 0
;color = 0;256
ignorehitpause = 1

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = time=0
var(25) = 0
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(25)<32
trigger1 = time>130
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
var(25) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
trigger1 = 1;var(25)
time = 1
mul = 256-(var(25)*8),256-(var(25)*8),256-(var(25)*8)
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = animelem = 2,<=0
time = 1
supermovetime=999999
value = 0,0,0
ignorehitpause = 1
under = -1


[State 240, 4]
type = envcolor
trigger1 = animelem = 10,>=0
triggerall = animelem = 28,<=0
time = 1
value = (var(24)*3),(var(24)*3),(var(24)*3);255-(var(24)*8),255-(var(24)*8),255-(var(24)*8)
ignorehitpause = 1
under = -1


[State 0]
type = null;BGPalFX
triggerall = !ishelper
trigger1 = animelem = 18,>=0
time = 1
add = 0,0,0
mul = 255,255,255
nvertall = 0
color = 256
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 1
time = 85
movetime = 85
anim = -1
darken = 0
unhittable = 1

[State 2100];slow
type = Pause
triggerall = (GameTime%3) = 1
trigger1 = animelem = 10,<=0
trigger1 = 1
time = 2
;movetime = 2
ignorehitpause = 1

[State -2, 無敵]
type = Nothitby
trigger1 = 1
time = 1
value = SCA
IgnoreHitPause = 1

[State -2,押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0

[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 12255;11510
postype = p1
pos = 10,-170
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1,1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = animelem = 17,>=0
trigger1 = animelem = 19,<=0
anim = 12230
postype = p1
pos = 15,-70
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
removetime=1
trans = sub;add
ownpal = 1
persistent = 1
scale = 1,1
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = animelem = 18
anim = 12235
postype = p1
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = -1
under = 0
trans = sub;add
ownpal = 1
persistent = 1
scale = 1,1
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999


[State a]
type = null;Explod
trigger1 = animelem = 27
anim = 12216
postype = p2
pos = 0,-100
sprpriority = 99
ontop = 1
bindtime = -1
under = 0
trans = sub;add
ownpal = 1
persistent = 1
scale = 1,1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Explod
:trigger1 = animelem = 27
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
trigger1 = gametime%5=1
trigger1 = time>150
trigger2 = animelem = 27
anim = 12215
ID = 12215
postype = back
pos = 0,0
sprpriority = 99
ontop = 1
;bindtime = -1
under = 0
trans = sub;add
ownpal = 1
random = 180,150
persistent = 1
scale = 1,1
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999

[State a]
type = null;Explod
:trigger1 = animelem = 27
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
trigger1 = gametime%5=1
trigger1 = time>130
trigger2 = animelem = 27
anim = 12215
ID = 12215
postype = back
pos = 0,0
sprpriority = 95
ontop = 1
;bindtime = -1
under = 0
trans = sub;add
ownpal = 1
random = 180,150
persistent = 1
scale = 1,1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = animelem = 28
anim = 12240
ID = 12240
postype = back
pos = 0,0
sprpriority = 99
ontop = 1
bindtime = -1
under = 0
trans = sub;add
ownpal = 1
persistent = 1
scale = 1.5,1
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999


[state a];
type = playsnd
trigger1 = animelem = 28
value = 10000,6
volume = 3000
freqmul = 1.1

[State 2100];slow
type = Pause
triggerall = (GameTime%2) = 1
trigger1 = animelem = 28,>=0
trigger1 = animelem = 29,<=0
trigger1 = 1
time = 1
;movetime = 2
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = animelem = 28
ID = 12215
ignorehitpause = 1



[state a];
type = Velset
trigger1 = animelem = 12
x=30

[state a];
type = Velset
trigger1 = animelem = 18
x=0

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(23)=Random%5
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = var(23)=5
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
triggerall = time<180
trigger1 = gametime%5=1
trigger1 = time>130
trigger2 = animelem = 27
value = 2300,3
freqmul = 2.4
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = var(23)=4
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
triggerall = time<180
trigger1 = gametime%5=1
trigger1 = time>130
trigger2 = animelem = 27
value = 2300,3
volume = -220
freqmul = 2.3

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = var(23)=3
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
triggerall = time<180
trigger1 = gametime%5=1
trigger1 = time>130
trigger2 = animelem = 27
value = 2300,3
volume = -220
freqmul = 2.2

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = var(23)=2
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
triggerall = time<180
trigger1 = gametime%5=1
trigger1 = time>130
trigger2 = animelem = 27
value = 2300,3
volume = -220
freqmul = 2.1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = var(23)=1
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
triggerall = time<180
trigger1 = gametime%5=1
trigger1 = time>130
trigger2 = animelem = 27
value = 2300,3
volume = -220
freqmul = 2.0

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !var(23)
triggerall = animelem = 27,>=0
triggerall = animelem = 28,<=0
triggerall = time<180
trigger1 = gametime%5=1
trigger1 = time>130
trigger2 = animelem = 27
value = 2300,3
volume = -220
freqmul = 1.9


[state a];
type = playsnd
trigger1 = animelem = 11
value = 240,0
volume = 3000
freqmul = 0.9

[state a];
type = playsnd
trigger1 = animelem = 12
value = 10000,1
volume = 3000
freqmul = 0.9

[state a];
type = playsnd
trigger1 = animelem = 24
value = 10000,2
volume = 3000
freqmul = 0.9

[state a];
type = null;playsnd
trigger1 = animelem = 26
value = 10000,3
volume = 3000
freqmul = 0.9


[state a];
type = playsnd
trigger1 = animelem = 27
value = 2000,4
volume = 3000
freqmul = 1.5

[state a];
type = null;playsnd
trigger1 = animelem = 27
value = 2000,5
volume = 3000
freqmul = 0.9

[State -2, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 27
value = 2300,3
volume = 3000
freqmul = 0.9


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 11
time = 15
ampl = -15
freq = 95
phase = 95

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 27
time = 30
ampl = 60
freq = 95
phase = 95


[State a]
type = Explod
trigger1 = AnimElem = 11
anim = 12000
postype = p2
pos = 0,-60
sprpriority = 99
ontop = 1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1,0.5
ignorehitpause = 1
;SuperMoveTime = 9999
;PauseMoveTime = 9999

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=1
var(24) = 0
ignorehitpause = 1

[State 4100,1]
type = null;Helper
trigger1 = animelem = 12
ID = 12200
name = "oomiwa"
postype = p2
pos = 0,0;-17,-200
sprpriority = -4
stateno = 12200
helpertype = normal
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
persistent = 0
bindtime = -1
ignorehitpause = 1
ownpal = 1
;scale = 1.12,1.12
size.xscale = 1.11;2
size.yscale = 1.11;2

[State Mapelao]
type = varset
triggerall = numtarget
trigger1 = animelem = 26,>=0
var(40) = -(Target,lifemax)
[State 821, 4]
type = targetlifeadd
triggerall = numtarget
trigger1 = animelem = 26,>=0
value = var(40)
absolute = 1


[State -2]
type = Assertspecial
trigger1 = !Enemy(0),numpartner
trigger1 = animelem = 27,<=0
flag = noko 
ignorehitpause = 1

[State 3100]
type = targetstate
trigger1 = animelem = 11,>=0
trigger1 = animelem = 28,<=0
value = 12226
ignorehitpause = 1

[State 3100]
type = TargetBind
trigger1 = animelem = 11,>=0
trigger1 = animelem = 28,<=0
time = 1
pos = -100, 0

[state a];
type = playsnd
trigger1 = animelem = 1
value = 3000,3
volume = 3000
freqmul = 1.0

[state a];
type = playsnd
trigger1 = animelem = 1
value = 3000,2
volume = 3000
freqmul = 0.9

[state a];
type = playsnd
trigger1 = animelem = 1
value = 3000,1
volume = 3000
freqmul = 0.9

[State 1008, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 0
Ctrl = 1

; 魂抜き　相手
[Statedef 12226]
type    = A
movetype= H
physics = N
juggle  = 0
poweradd= 0
;velset = 0,0
ctrl = 0



[State 0]
type = PalFX
trigger1 = Enemy(enemy,name != "Mizuchi Grade i"),Stateno=12225
trigger1 = Enemy(enemy,name != "Mizuchi Grade i"),animelem = 10,>=0
trigger1 = Enemy(enemy,name != "Mizuchi Grade i"),animelem = 28,<=0
time = 1
mul = 256-(Enemy(enemy,name != "Mizuchi Grade i"),var(24)*3),256-(Enemy(enemy,name != "Mizuchi Grade i"),var(24)*3),256-(Enemy(enemy,name != "Mizuchi Grade i"),var(24)*3)
;mul = 0,0,0
;color = 0
ignorehitpause = 1

[State 821, 4]
type = Velset
trigger1 = time=0
trigger1 = anim!=5000
x=0
y=0

[State -2]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1


[State -2]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1


[State 821, 4]
type = changeanim
trigger1 = selfAnimExist(5000)
value = 5000

[State 821, 4]
type = changeanim
trigger1 = selfAnimExist(5012)
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),animelem = 27,>=0
value = 5012

[state 2901,1]
type = selfstate;changestate
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),stateno=12225
trigger1 = enemy(enemy,name != "Mizuchi Grade i"),animelem = 27,>=0
value = 5050;12109


;---------------------------------------------------------------------------
; 通常登場
[Statedef 10190]
type = S
ctrl = 0
anim = 12280
velset = 0,0

[State 191, 3];さぁ
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0
volume = 3000

[State 191, 3];さぁ
type = PlaySnd
trigger1 = animelem = 17
value = 2000,1
volume = 3000

[State 821, 一旦音を消しておく]
type = StopSnd
trigger1 = animelem = 30
channel = -1
ignorehitpause=1


[State 191, 3];さぁ
type = PlaySnd
trigger1 = animelem = 30
value = 2000,2
volume = 3000


[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 34
value = 2100,0
volume = 3000

[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 36
value = 190,0
volume = 3000

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 32
time  = 5   ;「画面が揺れる時間」を設定。
ampl  = -350    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 486  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 500  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
movetime = 9999
ignorehitpause = 1       

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 33
time  = 20   ;「画面が揺れる時間」を設定。
ampl  = -50    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
movetime = 9999
ignorehitpause = 1       

[State 2100];hit
type = Pause
trigger1 = AnimElem = 33
time = 20
movetime = 20
ignorehitpause = 1

[State 240, 4]
type = BGPalFX;AllPalFX
trigger1 = AnimElem = 32
time = 25
invertall = 1


[State 191, 3]
type = PlaySnd
trigger1 = animelem = 32
value = 190,2
freqmul = 0.5
volume = 3000

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 32
value = 240,0
freqmul = 0.5
volume = 3000

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 32
value = 2000,4
freqmul = 0.8
volume = 3000

[State 2900, 1]
type = helper
trigger1 = animelem = 30
id = 10190
name = "hhh"
postype = p1
pos = -20,-160
stateno = 10195
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 30
anim = 12285
postype = p1
pos = 0,0
;sprprioritf = 3
sprpriority = 99
ownpal = 1
;scale = 1.5,1.5
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 30,>=0
trigger1 = animelem = 31,<=0
trigger1 = gametime%3=0
time  = 3   ;「画面が揺れる時間」を設定。
ampl  = -5    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
movetime = 9999
ignorehitpause = 1       


[State 240, 4]
type = Explod
trigger1 = animelem = 30,>=0
trigger1 = animelem = 31,<=0
anim = 12290
postype = p1
pos = -20,-160
sprpriority = 99
;ownpal = 1
vel = 1+random%(10/5),-2-random%(30/5)
accel = 0.1+random%(10/5),0.1+random%(10/5)
scale = 0.5,0.5
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 30,>=0
trigger1 = animelem = 31,<=0
anim = 12290
postype = p1
pos = -20,-160
sprpriority = 99
;ownpal = 1
vel = -1-random%(10/5),-2-random%(30/5)
accel = -0.1-random%(10/5),0.1+random%(10/5)
scale = 0.5,0.5
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 32,>=0
trigger1 = animelem = 33,<=0
anim = 12290
postype = p1
pos = -20,-120
sprpriority = 99
;ownpal = 1
vel = 2+random%(15/5),-2-random%(10/5)
accel = 0.2+random%(15/5),0.1+random%(10/5)
scale = 0.6,0.6
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 32,>=0
trigger1 = animelem = 33,<=0
anim = 12290
postype = p1
pos = -20,-120
sprpriority = 99
;ownpal = 1
vel = -2-random%(15/5),-2-random%(10/5)
accel = -0.2-random%(15/5),0.1+random%(10/5)
scale = 0.6,0.6
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1


[State 240, 4]
type = envcolor
trigger1 = animelem = 32,<=0
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0


[Statedef 10195]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 11520

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow


;---------------------[エフェクト]



[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 30
freq = 95
phase = 95
movetime = 9999

[State 2100]
type = Pause
trigger1 = AnimElem = 1
time = 10
movetime = 10
ignorehitpause = 1

[State 181, 4]
type = null;AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 3000,0
freqmul = 1.5
volume = 3000

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 3000,1
freqmul = 0.5
volume = 3000

[State 240, 4]
type = AllPalFX
trigger1 = AnimElem = 1
time = 10
;value = 0,200,0
invertall = 1

[State ];縮む
type = AngleDraw
trigger1 = Time <=20
value = time*8
scale = 9.5,9.5;-(time*0.15)

[State ];縮む
type = AngleDraw
trigger1 = Time >=20
trigger1 = Time <=60
value = time*8
scale = 9.5-(time*0.17),9.5-(time*0.17)

[State ]
type=trans
Trigger1=1
trans=add
ignorehitpause=1

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


;---------------------[消滅]
[state a]
type = Destroyself
trigger1 = Time >=60

;---------------------------------------------------------------------------
; 2ラウンド目以降登場
[Statedef 10200]
type = S
ctrl = 0
anim = 12275
velset = 0,0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause=1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
trigger1 = animelem = 2
value = 1100,1
volume = 100
IgnoreHitPause = 1


[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = roundno = 2
trigger1 = animelem = 2
value = 2000,3
volume = 100
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = roundno >= 3
trigger1 = animelem = 2
value = 191,0
volume = 100
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = roundno >= 3
trigger1 = animelem = 12
value = 191,1
volume = 100
IgnoreHitPause = 1

[State 840, 1]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1
ignorehitpause = 1

[State ];とける
type = null;AngleDraw
trigger1 = time = 1
value = 0
scale = 0.2,0

[State ];とける
type = AngleDraw
trigger1 = Time >=10
trigger1 = Time <=30
value = 0
scale = 2.5-((time-10)*0.07),0+((time-10)*0.05)

[State ];とける
type = AngleDraw
trigger1 = animelem = 4
value = 1
scale = 1,1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 1
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 910, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 910, 速度初期化]
type = Velset
trigger1 = animelemno(0) = 1
x = 0
y = 0
ignorehitpause = 1

[State 910, 位置補正]
type = Posadd
trigger1 = 1
x = vel x
y = vel y
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 15   ;「画面が揺れる時間」を設定。
ampl  = 20    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 10004
postype = p1
pos = -10,0
;sprprioritf = 3
sprpriority = 1
ownpal = 1
scale = 1.5,1.5
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1


[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 勝った動作 光
[Statedef 10181]
type = S
ctrl = 0
anim = 10181
velset = 0,0

[State 191, 3];天上天下
type = PlaySnd
trigger1 = time = 130
value = 181,0

[State 1000, 5]
type = null;Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 2900, 1]
type = helper
trigger1 = !numhelper(10182)
trigger1 = animelem = 4
id = 10182
name = "hhh2"
postype = p1
pos = 0,0
stateno = 10183
helpertype = normal
keyctrl = 0
ownpal = 1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,270]
flag = roundnotover


[State 840, 5]
type = ChangeState
trigger1 = time = 270
value = 10182
ctrl = 0
ignorehitpause = 1

;-------------------------------------------------------------
[Statedef 10182];消える
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1
anim = 12295
poweradd = IfElse((prevstateno = [150,153]),-1000,0)

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 900, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 900, 振り向き＆歩き制御＆影消し]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = noshadow
ignorehitpause = 1

[State 900, 攻撃範囲無感知化]
type = Attackdist
trigger1 = 1
value = 0
ignorehitpause = 1

[State 900, 速度初期化]
type = Velset
trigger1 = animelemno(0) = 2
x = 0
y = 0
ignorehitpause = 1

[State 900, 位置補正]
type = Posadd
trigger1 = 1
x = vel x
y = vel y
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
trigger1 = animelem = 3
value = 1100,1
volume = 100
IgnoreHitPause = 1

[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,5
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1= AnimElem >= 2
value = 0
ignorehitpause = 1

[State 840, 1]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 10004
postype = p1
pos = -10,0
;sprprioritf = 3
sprpriority = 1
ownpal = 1
scale = 1.5,1.5
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
ignorehitpause = 1

[State ];とける
type = AngleDraw
trigger1 = time>=10
;trigger1 = time<=25;35
value = 0
scale = 1+(time*0.1),1-(time*0.05)
             ;1           ;1
[State ];とける
type = AngleDraw
trigger1 = time>=14
value = 0
scale = 2,0
             ;1           ;1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 15   ;「画面が揺れる時間」を設定。
ampl  = 20    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 840, 1]
type = posset
trigger1 = animelem = 1
y = 0
ignorehitpause =　1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,70]
flag = roundnotover


[Statedef 10183]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 10182

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow


;---------------------[エフェクト]

[State -2, 残像]
type = AfterImage
triggerall = ishelper
trigger1 = time = 0
time = 4000             ;残像が出ている時間（フレーム）
PalBright   =  100, 50, 50  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  220, 120, 120  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
PalAdd      = -10,-10,-10  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
PalMul      = .50,.50,.85  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = sub;AddAlpha                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
FrameGap = 5              ;残像の形を変化させる間隔（デフォルトは4）
length = 50               ;残像の表示する長さ（最大60・デフォルト20）
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 1
time  = 20   ;「画面が揺れる時間」を設定。
ampl  = -150    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
movetime = 9999
ignorehitpause = 1       

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = time >= 20
trigger1 = gametime%3=1
time  = 3   ;「画面が揺れる時間」を設定。
ampl  = -5    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
movetime = 9999
ignorehitpause = 1   
[State ];縮む
type = AngleDraw
trigger1 = Time <=20
;trigger1 = Time <=60
;value = time*8
scale = 6.0-(time*0.25),6.0-(time*0.25)


[State 840, 1]
type = SprPriority
trigger1 = Time <=20
value = 99
ignorehitpause = 1


[State 840, 1]
type = SprPriority
trigger1 = Time >=20
value = -1
ignorehitpause = 1

[State ];縮む
type = AngleDraw
trigger1 = Time >=20
;trigger1 = Time <=60
;value = time*8
scale = 1,1

[State ]
type=trans
Trigger1=1
trans=add
ignorehitpause=1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 3000,0
freqmul = 1.2
volume = -100

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 3000,1
freqmul = 0.2
volume = -100

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


;---------------------[消滅]
[state a]
type = Destroyself
trigger1 = Root,Stateno!=10181




;---------------------------------------------------------------------------
;アーマー
[Statedef 19999]
;type     = U
movetype = A
physics  = U
poweradd = 0
ctrl     = 0
hitdefpersist = 1 ;前のステートのHitDefが持続


[state -2]
type = nothitby
trigger1 = 1
value = SCA

[State 1008, 状態変更];バグ対策
type = StateTypeSet
trigger1 = (Anim = 0)
MoveType = I
IgnoreHitPause = 1
Persistent = 1

[State 1008, ライフ増減];回復！
type = LifeAdd
trigger1 = Time = 0
value = 50
IgnoreHitPause = 1
Persistent = 1

[State 1008, 軸位置]
type = PosSet
trigger1 = (statetype != A)
trigger1 = (Alive)
y = 0

[State 16004, 保険]
type = VelAdd
:trigger1 = (statetype = A)
trigger1 = anim=[5050,5100]
y = .1


[State 1008, ステート変更];負けた時の処理
type = ChangeState
trigger1 = (Life <= 0)||(Lose)
value = 5030
IgnoreHitPause = 1


[State 106, 3]
type = ChangeState
trigger1 = (statetype = A)
trigger2 = anim=[5050,5100]
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
value = 120

[State 1008, ステート変更]
type = ChangeState
triggerall = (Alive)
trigger1 = anim = [120,140]
value = anim

[State 1008, ステート変更]
type = ChangeState
triggerall = (Alive)
trigger1 = AnimTime = 0
trigger2 = (PrevStateNo = 1008) && (Anim = 0);バグ対策
trigger3 = time>=300
trigger4 = movetype=h;anim=[5000,5049]
trigger5 = selfAnimExist(anim)
value = 120;0
ctrl = 1



