;必殺攻撃用のステート

;---------------------------------------------------------------------------
; 236B
[Statedef 700]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 770
value = 770

[state ]
type=velset
trigger1 = animelemtime(2)>=0
trigger1 = animelemtime(7)<=0
x = 6


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


;---------------------------------------------------------------------------
; 214B1
[Statedef 710]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2
hitcountpersist = 1
movehitpersist=1

[state Time代用変数リセット]
type=varset
trigger1 = anim != 750
sysvar(3)=0
[state ]
type=changeanim
trigger1 = anim !=750
value = 750
[state ]
type=varset
trigger1 = animelemtime(1)=0
sysvar(2) = 710
ignorehitpause = 1


[state ]
type=velset
trigger1 = animelemtime(1)=0
x = 0

[state ]
type=posadd
trigger1 = animtime = 0
y = -40

[state ]
type=varset
trigger1 = animtime = 0
sysvar(2) = 711
ignorehitpause = 1
[state ]
type=changestate
trigger1 = animtime = 0
value=711
ctrl=0


;---------------------------------------------------------------------------
; 214B2
[Statedef 711]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority = 2
hitcountpersist = 1
movehitpersist=1

[state Time代用変数リセット]
type=varset
trigger1 = anim != 751
sysvar(3)=0
[state ]
type=changeanim
trigger1 = anim !=751
value = 751
[state ]
type=varset
trigger1 = animelemtime(1)=0
sysvar(2) = 711
ignorehitpause = 1


[State 0, Gravity]
type = Gravity
trigger1 = 1

[State 0, AngleAdd]
type = Angleset
trigger1 = animelemtime(1)=0
value = 0
[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -32

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[state ]
type=velset
trigger1 = animelemtime(1)=0
x = 1.5
y = -12

[state ]
type=veladd
triggerall = !fvar(39)
trigger1 = command = "holdfwd"
x = 0.2
[state ]
type=veladd
triggerall = !fvar(39)
trigger1 = command = "holdback"
x = -0.2

[state ]
type=veladd
triggerall = fvar(39)
triggerall = vel x < 4
trigger1 = p2dist x > 80
x = 0.2
[state ]
type=veladd
triggerall = fvar(39)
trigger1 = p2dist x < 0
x = -0.2

[state ]
type = Projectile
trigger1 = animelemtime(1)>=0
trigger1 = animelemtime(1)%5=0
projanim = 758
ID = 758
ProjID = 758
projmisstime=1
projhits = 1
projremove = 0
projremovetime =14
offset = 0,0
attr = A, SA
damage = 20,3
animtype = Hard
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 2
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 27
guard.ctrltime = 27
ground.type = High
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -0.5,-6
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -0.5,ifelse(enemy,pos y >= 50 && Enemy,Vel y >= 0,0.3,vel y+0.1)
air.hittime = 15
fall = 1
yaccel = 0.5
Fall.recover = 0
palfx.time = 3
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1
envshake.time = ifelse(pos y >=-50 && Vel y>=0,0,4);ヒット時画面振動時間 (int)
envshake.freq = 88;振動数 (float)
envshake.ampl = -5;振幅 (int)
envshake.phase = 0;位相 (float)
numhits = ifelse(var(25),1,0)
fall.yvelocity = -4
down.bounce = 1

[State 0, TargetBind]
type = null;TargetBind
trigger1 = numtarget
trigger1 = projcontact758 = 1
time = 1
id = 758
pos = 60,50


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(1)=10
trigger3 = animelemtime(1)=20
anim = 7029
postype = p1
pos = 0,0
bindtime=1999
scale = 1,1
ignorehitpause =1
sprpriority =-2
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)>=0
trigger1 = animelemtime(1)%6=0
anim = 7030+ifelse(random%2=0,100,0)
postype = p1
pos = 0,0
random = 40,40
bindtime=1
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 1,1
ignorehitpause =1
sprpriority =5
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
anim = 7117
postype = p1
pos = 0,0
bindtime=1999
scale = 1.6,1.6
removetime = 60
ignorehitpause =1
sprpriority =-4
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = gametime%12=0
anim = 7022
postype = p1
pos = 0,0
bindtime=1999
scale = 0.5,0.5
ignorehitpause =1
sprpriority =4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = gametime%12=6
anim = 7022
postype = p1
pos = 0,0
bindtime=1999
facing = -1
vfacing = -1
scale = 0.5,0.5
ignorehitpause =1
sprpriority =4
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = gametime%12=3
anim = 7122
postype = p1
pos = 8,15
bindtime=1999
scale = 0.5,0.5
ignorehitpause =1
sprpriority =4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = gametime%12=9
anim = 7122
postype = p1
pos = -8,-15
bindtime=1999
facing = -1
vfacing = -1
scale = 0.5,0.5
ignorehitpause =1
sprpriority =4
ownpal =1

[State 210, Snd]
type=playsnd
trigger1 = animelemtime(1)%14=0
value=100,2
freqmul = 0.97
[State 210, Snd]
type=playsnd
trigger1 = animelemtime(1)%14=0
value=1,17
freqmul = 1


[State 210, Snd]
type=playsnd
trigger1 = animelemtime(1)=0
value=1,26
freqmul = 1

[State 210, Snd]
type=playsnd
trigger1 = animelemtime(1)=0
value=100,14
freqmul = 0.9

[state ]
type=varset
trigger1 = vel y > 0
trigger1 = pos y >= -30
sysvar(2) = 712
ignorehitpause = 1

[state ]
type=changestate
trigger1 = vel y > 0
trigger1 = pos y >= -30
value=712
ctrl=0

;---------------------------------------------------------------------------
; 214B3
[Statedef 712]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2
hitcountpersist = 1
movehitpersist=1

[state Time代用変数リセット]
type=varset
trigger1 = anim != 752
sysvar(3)=0
[state ]
type=changeanim
trigger1 = anim !=752
value = 752
[state ]
type=varset
trigger1 = animelemtime(1)=0
sysvar(2) = 712
ignorehitpause = 1
[state ]
type=varset
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1


[state ]
type=posset
trigger1 = animelemtime(1)=0
y = 0
[state ]
type=velset
trigger1 = animelemtime(1)=0
x = 0
y = 0

[State 0, Pause]
type = Pause
trigger1 = animelemtime(1)=1
time = 5
movetime = 0


[state ]
type = Projectile
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(1)=4
trigger3 = animelemtime(1)=8
trigger4 = animelemtime(1)=12
projanim = 757
ID = 757
ProjID = 757
projmisstime=1
projhits = 1
projremove = 0
projremovetime =14
offset = 0,0
attr = A, SA
damage = 120,30
animtype = Hard
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 3+ifelse(animelemtime(1)>=10,10,0)
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 27
guard.ctrltime = 27
ground.type = High
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -1.8,-13
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -1.8,-13
air.hittime = 15
fall = 1
yaccel = 0.7
Fall.recover = 0
palfx.time = 37
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1
numhits = ifelse(var(25),1,0)

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(1)=6
anim = 7132
postype = p1
pos = 0,-30
random = 10,10
bindtime=1
facing =ifelse(random%2=0,1,-1)
scale = 1.15,1.8
ignorehitpause =1
sprpriority =-5
ownpal =1


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
anim = 7031
postype = p1
pos = 30,5
bindtime=1
facing =-1
vel = 7,0
scale = 1,0.8
ignorehitpause =1
sprpriority =6
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
anim = 7031
postype = p1
pos = -30,5
bindtime=1
facing =1
vel = -7,0
scale = 1,0.8
ignorehitpause =1
sprpriority =6
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)>=0
trigger1 = animelemtime(1)%4=2
trigger1 = animelemtime(5)<=0
anim = 7021
postype = p1
pos = 0,0
random = 150,10
bindtime=1
facing =ifelse(random%2=0,1,-1)
vfacing =-1
scale = 1,1
ignorehitpause =1
sprpriority =-3+random%5
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)>=0
trigger1 = animelemtime(1)%3=0
trigger1 = animelemtime(5)<=0
anim = 7030+ifelse(random%2=0,100,0)
postype = p1
pos = 0,0
bindtime=1
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 1,1.2
vel = ifelse(random%2=0,12+random%5,-12-random%5),0
ignorehitpause =1
sprpriority =-3+random%5
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(1)=3
trigger3 = animelemtime(1)=6
anim = 7026
postype = p1
pos = 0,0
bindtime=1
scale = 1.2,0.25
ignorehitpause =1
sprpriority =-3
ownpal =1



[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=3
anim = 753
postype = p1
pos = 90,0
bindtime=1
facing = -1
scale = 0.8,1.2
sprpriority =-3
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
anim = 753
postype = p1
pos = 60,0
bindtime=1
scale = 1,1
sprpriority =-1
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
anim = 753
postype = p1
pos = -60,0
facing = -1
bindtime=1
scale = 1,1.1
sprpriority =-1
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=2
anim = 753
postype = p1
pos = 110,0
bindtime=1
scale = 0.7,0.8
sprpriority =-1
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=2
anim = 753
postype = p1
pos = -110,0
facing = -1
bindtime=1
scale = 0.67,0.74
sprpriority =-2
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=3
anim = 753
postype = p1
pos = -90,0
facing = 1
bindtime=1
scale = 0.47,0.6
sprpriority =3
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=4
anim = 753
postype = p1
pos = 140,0
bindtime=1
scale = 0.43,0.577
sprpriority =-1
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=4
anim = 753
postype = p1
pos = -140,0
facing = -1
bindtime=1
scale = 0.4,0.5
sprpriority =-1
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=4
anim = 754
postype = p1
pos = -20,0
facing = -1
bindtime=1
scale = 0.5,0.55
sprpriority =-1
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
anim = 755
postype = p1
pos = 30,0
facing = -1
bindtime=1
scale = 0.45,0.65
sprpriority =-2
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=3
anim = 756
postype = p1
pos = 40,0
facing = 1
bindtime=1
scale = 0.3,0.3
sprpriority =-2
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=1
anim = 756
postype = p1
pos = -80,0
facing = -1
bindtime=1
scale = 0.2,0.2
sprpriority =-2
ownpal =1

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(1)=6
trigger3 = animelemtime(1)=9
anim = 7113
bindtime = 1
postype=left
pos = -20,-20
scale = 4,4
ownpal = 1
sprpriority =-7
ignorehitpause = 1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(1)=1
anim = 7231
postype = p1
pos = 82,1
bindtime=1
facing = -1
vel = 0,0
scale = 0.9,0.9
sprpriority =6
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
trigger2 = animelemtime(1)=1
anim = 7231
postype = p1
pos = -82,1
bindtime=1
facing = 1
vel = 0,0
scale = 0.9,0.9
sprpriority =6
ownpal =1

[State 効果音]
type = PlaySnd
trigger1 = animelemtime(1)=2
value = S1,24
[State 効果音]
type = PlaySnd
trigger1 = animelemtime(1)=6
value = S1,26

[State 効果音]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = S1,8
[State 効果音]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = S200, 13
[State 画面揺らし]
type = EnvShake
trigger1 = animelemtime(1)=0
time = 28
freq = 110
ampl = -11
phase = 140

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

;---------------------------------------------------------------------------
; 214C
[Statedef 720]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority = 2
hitcountpersist = 1
movehitpersist=1

[state Time代用変数リセット]
type=varset
trigger1 = anim != 1000
sysvar(3)=0
[state ]
type=changeanim
trigger1 = anim !=1000
value = 1000
[state ]
type=varset
trigger1 = animelemtime(1)=0
sysvar(2) = 720
ignorehitpause = 1

[state 超必殺変数リセット]
type=varset
triggerall = !ishelper
trigger1 = 1
var(40) = 0
ignorehitpause = 1

[state ]
type=varset
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 0, Width]
type = Width
trigger1 = 1
value = 0,20

[state ]
type=velset
trigger1 = animelemtime(1)=0
x = 0

[State ,振り向き]
type = Turn
triggerall = 1
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 0, Offset]
type = Offset
trigger1 = animelemtime(3)>=0
x = 0
y = - ifelse(ceil(animelemtime(1)*0.6)<=26,ceil(animelemtime(1)*0.6),26)
;ignorehitpause = 
;persistent = 

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(6)=0
anim = 31000
postype = back
pos = 121,160
bindtime=9999
scale = 0.22,0.22
ignorehitpause =1
supermovetime = 999999
pausemovetime = 999999
sprpriority = 5
ontop = 1
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(6)=0
anim = 7036
postype = back
pos = 0,0
bindtime=9999
scale = 1,1
ignorehitpause =1
supermovetime = 999999
pausemovetime = 999999
sprpriority = -7
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(6)=10
anim = 7037
postype = back
pos = 0,0
bindtime=9999
scale = 0.5,0.5
ignorehitpause =1
supermovetime = 999999
pausemovetime = 999999
sprpriority = -7
ownpal =1
[State 0, Pause]
type = superPause
trigger1 = animelemtime(6)=0
time =52
movetime = 52
darken = 1
anim = -1
sound = S-1,0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 210, Snd]
type=playsnd
trigger1 = animelemtime(6)=0
value=0,11
freqmul = 1
[State 210, Snd]
type=playsnd
trigger1 = animelemtime(6)=0
value=100,21
freqmul = 1



[State 0, ScreenBound]
type = ScreenBound
trigger1 = 0
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 


[state ]
type=velmul
trigger1 = 1
x = 0.87
y = 0.92

[state ]
type=velset
trigger1 = animelemtime(3)=0
x = -4
y = -6

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(11)>=-130
trigger1 = animelemtime(11)<=0
trigger1 = animelemtime(11)%12=0
anim = 7226
postype = p1
pos = 0,-50
bindtime=199
scale =0.54,0.54
ignorehitpause =1
sprpriority =-2
ownpal =1
supermovetime = 999999
pausemovetime = 999999
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(11)>=-130
trigger1 = animelemtime(11)<=0
trigger1 = animelemtime(11)%32=0
anim = 7021
postype = p1
pos = 0,-50
random = 20,20
bindtime=199
scale =0.6,0.6
ignorehitpause =1
sprpriority =4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(11)>=-130
trigger1 = animelemtime(11)<=0
trigger1 = animelemtime(11)%12=6
anim = 7218
postype = p1
pos = 0,-50
bindtime=199
scale =1,1
ignorehitpause =1
sprpriority =-5
ownpal =1
supermovetime = 999999
pausemovetime = 999999


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(11)>=0
trigger1 = animelemtime(11)%10=0
anim = 7234
postype = p1
pos = 0,-50
random = 5,5
bindtime=1
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale =0.6,0.6
ignorehitpause =1
sprpriority =-5
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(11)=0
anim = 7029
postype = p1
pos = 0,-50
bindtime=1
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale =1,1
ignorehitpause =1
sprpriority =-5
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(11)=0
anim = 7126
postype = p1
pos = 0,-50
bindtime=1
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale =0.7,0.7
ignorehitpause =1
sprpriority =-5
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(11)=0
anim = 7018
postype = p1
pos = 0,-50
bindtime=1
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale =1.3,1.3
ignorehitpause =1
sprpriority =-7
ownpal =1

[State ヘルパー召喚]
Type = Helper
triggerall = !ishelper
trigger1 = animelemtime(11)>=0
trigger1 = animelemtime(11)%5=0
HelperType = Player
Name = "Spark"
postype = p1
pos = 0,-70
ID = 721
Stateno = 721
size.mid.pos = 721,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1
size.xscale = 0.5
size.yscale = 1.4

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(11)>=0
trigger1 = animelemtime(11)%30=0
anim = 7113
bindtime = 1
postype=left
pos = -20,-20
scale = 4,4
ownpal = 1
sprpriority =-7
ignorehitpause = 1
trans=addalpha
alpha=96,256

[State 200, 攻撃設定]
type = HitDef
trigger1 = animelemtime(11)>=0
trigger1 = animelemtime(11)%10=0
attr = S, NA
damage = 5, 2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 9
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1, 1
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 17
guard.ctrltime = 17
ground.type = low
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -2,0
airguard.velocity = -3.9,-.8
air.type = low
air.velocity = -1,-1
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
numhits = ifelse(var(25),1,0)


[State 210, Snd]
type=playsnd
trigger1= animelemtime(3)=0
value=1,22
freqmul = 0.95

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[state ]
type=changestate
trigger1 = animtime = 0
value=723
ctrl=0

[state 特殊処理ステート]
type=Selfstate
trigger1 = 1
value=51516
ctrl=0

;------------------------------------------------------------------------
;レーザー
[StateDef 721]
Type= U
MoveType = U
Physics = N
sprpriority = 7
hitdefpersist = 1
hitcountpersist = 1
movehitpersist=1

[state ]
type=turn
trigger1 = !sysvar(3)
trigger1 = root,facing != facing 

[State -1]
Type = ChangeAnim
Trigger1 = anim!=[7035,7135]
Value = 7035+ifelse(random%2=0,100,0)

[State -1]
Type = AfterImage
Trigger1= sysvar(3)=0
Time = 30
Trans = Add
length = 12
FrameGap = 3
TimeGap = 1
PalBright = 70,70,70
PalContrast = 130,130,255
PalAdd = 0,0,0
PalMul =.70,.70,.70

[State 0, AngleSet]
type = VarSet
trigger1 = !sysvar(3)
sysvar(1) = 290+random%50;root,animelemtime(5)-50

[State 0, AngleSet]
type = VarSet
trigger1 = !sysvar(3)
sysvar(2)=(-1);*ifelse(random%2=0,1,-1)

[State 0, AngleSet]
type = AngleSet
trigger1 = !sysvar(3)
value = sysvar(1)

[State 0, AngleSet]
type = Angleadd
trigger1 = sysvar(3)%4=0
value = sysvar(2)


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1



[State ヘルパー召喚]
Type = Helper
triggerall = ishelper
trigger1 = (sysvar(1)-290)<15
trigger1 = sysvar(3)=5
HelperType = Player
Name = "Spark"
postype = p1
pos = 0,0;(sysvar(1)-290)+(sysvar(1)-290)*11  ,floor(- pos y)
ID = 722
Stateno = 722
size.mid.pos = 722,1
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1
[State ヘルパー召喚]
Type = Helper
triggerall = ishelper
trigger1 = (sysvar(1)-290)=[15,30]
trigger1 = sysvar(3)=6
HelperType = Player
Name = "Spark"
postype = p1
pos = 0,0;(sysvar(1)-290)+(sysvar(1)-290)*4  ,floor(- pos y)
ID = 722
Stateno = 722
size.mid.pos = 722,2
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1
[State ヘルパー召喚]
Type = Helper
triggerall = ishelper
trigger1 = (sysvar(1)-290)=[31,80]
trigger1 = sysvar(3)=8
HelperType = Player
Name = "Spark"
postype = p1
pos = 0,0;(sysvar(1)-290)+(sysvar(1)-290)*7  ,floor(- pos y)
ID = 722
Stateno = 722
size.mid.pos = 722,3
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = sysvar(3)=1
anim = 7018
postype = p1
pos = 0,0
bindtime=1
scale =0.25,0.25
ignorehitpause =1
sprpriority =0
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = sysvar(3)=1
anim = 7019
postype = p1
pos = 0,0
bindtime=1
scale =0.4,0.4
ignorehitpause =1
sprpriority =0
ownpal =1

[State , エフェクト表示]
type = null;Explod
trigger1 = (sysvar(1)-290)<15
trigger1 = sysvar(3)=5
anim = 7032
postype = p1
pos = (sysvar(1)-290)+(sysvar(1)-290)*11  ,floor(- pos y);+62
bindtime=1
scale =1,1
ignorehitpause =1
sprpriority =5
ownpal =1
[State , エフェクト表示]
type = null;Explod
trigger1 = (sysvar(1)-290)=[15,30]
trigger1 = sysvar(3)=6
anim = 7032
postype = p1
pos = (sysvar(1)-290)+(sysvar(1)-290)*4  ,floor(- pos y);+62
bindtime=1
scale =1,1
ignorehitpause =1
sprpriority =5
ownpal =1
[State , エフェクト表示]
type =null;Explod
trigger1 = (sysvar(1)-290)=[31,80]
trigger1 = sysvar(3)=8
anim = 7032
postype = p1
pos = (sysvar(1)-290)+(sysvar(1)-290)*7  ,floor(- pos y);+62
bindtime=1
scale =1,1
ignorehitpause =1
sprpriority =5
ownpal =1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State -1]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[state ]
type=posadd
trigger1 = !sysvar(3)
x = (20+random%30)*ifelse(random%2=0,1,-1)
y = (25+random%50)*ifelse(random%2=0,1,-1)

[State 0, BindToRoot]
type = BindToParent;Root
trigger1 = 0
time = 1
pos = floor(parent,fvar(24)),floor(parent,fvar(25))

[State 210, Snd]
type=null;playsnd
trigger1= sysvar(3)=0
value=1,6
freqmul = 1.2
[State 210, Snd]
type=playsnd
trigger1= sysvar(3)=5
value=1,5
freqmul = 1.15

[State 7050]
type =DestroySelf
trigger1 = animtime = 0

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[State 51, ステート変更]
type = Changestate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;------------------------------------------------------------------------
;レーザー着弾
[StateDef 722]
Type= U
MoveType = U
Physics = N
hitdefpersist = 1
hitcountpersist = 1
movehitpersist=1

[State -1]
Type = ChangeAnim
Trigger1 = anim!=9999
Value = 9999

[state ]
type=turn
trigger1 = !sysvar(3)
trigger1 = root,facing != facing 


[state ]
type=varset
trigger1 = !sysvar(3)
sysvar(1)=(parent,sysvar(1)-290)
[state ]
type=varset
trigger1 = !sysvar(3)
sysvar(2)=floor(- parent,pos y)

[State 0, BindToParent]
type = posset
trigger1=!sysvar(3)
trigger1=const(size.mid.pos.y)=1
x = (sysvar(1)-20)*facing;+sysvar(1)*1
y = sysvar(2)
[State 0, BindToParent]
type = posset
trigger1=!sysvar(3)
trigger1=const(size.mid.pos.y)=2
;time = 1
x = (sysvar(1)+sysvar(1)*1 )*facing
y = sysvar(2)
[State 0, BindToParent]
type = posset
trigger1=!sysvar(3)
trigger1=const(size.mid.pos.y)=3
;time = 1
x = (sysvar(1)+sysvar(1)*3)*facing
y = sysvar(2)

[State , エフェクト表示]
type = Explod
trigger1 = sysvar(3)=0
anim = 7132
postype = p1
pos = 0 +(ifelse(const(size.mid.pos.y)=1,-20,0))*ifelse(facing = 1,1,-1),floor(- pos y)
bindtime=1
scale =1,1
ignorehitpause =1
sprpriority =3
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = sysvar(3)=0
anim = 7134
postype = p1
pos = 0 +(ifelse(const(size.mid.pos.y)=1,-20,0))*ifelse(facing = 1,1,-1),floor(- pos y)
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
bindtime=1
scale =1,1
ignorehitpause =1
sprpriority =5
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = sysvar(3)=0
anim = 7012
postype = p1
pos = 0 +(ifelse(const(size.mid.pos.y)=1,-20,0))*ifelse(facing = 1,1,-1),floor(- pos y)
bindtime=1
random = 20,20
facing = ifelse(random%2=0,1,-1)
scale =1,1
ignorehitpause =1
sprpriority =3
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = sysvar(3)=0
anim = 7107
postype = p1
pos = 0 +(ifelse(const(size.mid.pos.y)=1,-20,0))*ifelse(facing = 1,1,-1),floor(- pos y)
bindtime=1
scale =1,1
ignorehitpause =1
sprpriority =3
ownpal =1


[state ]
type = Projectile
trigger1 = !sysvar(3)
projanim = 1001
ID = 1001
ProjID = 1001
projmisstime=1
projhits = 1
projremove = 0
projremovetime =10
offset = 0 +(ifelse(const(size.mid.pos.y)=1,-20,0))*ifelse(facing = 1,1,-1),floor(- pos y)
attr = A, SA
damage = 55+random%70,12
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 3
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 27
guard.ctrltime = 27
ground.type = Low
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -1,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-4
yaccel =0.7
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
palfx.time = 18
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1
envshake.time = 6;ヒット時画面振動時間 (int)
envshake.freq = 88;振動数 (float)
envshake.ampl =  -6;振幅 (int)
envshake.phase = 0;位相 (float)
numhits = ifelse(var(25),1,0)

[State 0, EnvShake]
type = EnvShake
trigger1 = sysvar(3)=0
time = 8
freq = 95
ampl = -7+random%3

[State 210, Snd]
type=playsnd
trigger1= sysvar(3)=0
value=1,7
freqmul = 1.2

[State -1]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 7050]
type =DestroySelf
trigger1 = sysvar(3)=10

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[State 51, ステート変更]
type = Changestate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;---------------------------------------------------------------------------
; エアレイド終了
[Statedef 723]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 1002
value = 1002

[State 0, Offset]
type = Offset
trigger1 = 1
x = 0
y = -26+ifelse(animelemtime(1)<26,1,26)


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=0
anim = 7029
postype = p1
pos = 0,0
bindtime=1999
scale = 1,1
ignorehitpause =1
sprpriority =-2
ownpal =1


[state MoveContactリセット]
type = MoveHitReset
trigger1 = animelem=1
ignorehitpause=1

[state ]
type=changestate
trigger1 = animtime=0
value=50
ctrl=1

;---------------------------------------------------------------------------
; 2X クェイスラジエイト
[Statedef 740]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 780
value = 780

[state クェイスラジエイト変数]
type=varset
triggerall = !ishelper
trigger1 = 1
var(43) = 0
ignorehitpause = 1

[State 画面揺らし]
type = EnvShake
trigger1 = animelemtime(5)=0
time = 30
freq = 80
ampl = -3
phase = 0

[State , エフェクト表示]
type = Explod
Trigger1= animelemtime(5)>=0
Trigger1= animelemtime(5)%8=0
Trigger1= animelemtime(5)<=30
anim = 7042
postype = p1
pos = -24,-95
bindtime=1
removetime = 2
facing = 1
scale = 0.35,0.35
sprpriority =1
ownpal =1
[State , エフェクト表示]
type = Explod
Trigger1= animelemtime(5)>=0
Trigger1= animelemtime(5)%8=4
Trigger1= animelemtime(5)<=30
anim = 7042
postype = p1
pos = -24,-95
bindtime=1
removetime = 2
facing = 1
scale = 0.5,0.5
sprpriority =1
ownpal =1

[State 200, 効果音]
type = PlaySnd
Trigger1= animelemtime(5)=0
value = S200,3
[State 200, 効果音]
type = PlaySnd
Trigger1= animelemtime(5)=0
value = S1,26

[State 200, 効果音]
type = PlaySnd
Trigger1= animelemtime(5)>=0
Trigger1= animelemtime(5)%4=0
Trigger1= animelemtime(5)<=25
value = S10000,1
[State 200, 効果音]
type = PlaySnd
Trigger1= animelemtime(5)>=0
Trigger1= animelemtime(5)%4=0
Trigger1= animelemtime(5)<=25
value = S850,7

[State , エフェクト表示]
type = Explod
Trigger1= animelemtime(5)=0
anim = 7120
postype = p1
pos = -24,-95
bindtime=1
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 1,1
sprpriority =3
ownpal =1

[State ヘルパー召喚-中央]
Type = Helper
triggerall = !ishelper
Trigger1= animelemtime(5)=0
Trigger2= animelemtime(5)=8
Trigger3= animelemtime(5)=24
HelperType = Player
Name = "UpLz"
ID = 741
Stateno = 741
size.mid.pos = 741,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1

[State ヘルパー召喚-左]
Type = Helper
triggerall = !ishelper
Trigger1= animelemtime(5)=4
Trigger2= animelemtime(5)=16
HelperType = Player
Name = "UpLz"
ID = 741
Stateno = 741
size.mid.pos = 741,1
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1

[State ヘルパー召喚-右]
Type = Helper
triggerall = !ishelper
Trigger1= animelemtime(5)=12
Trigger2= animelemtime(5)=20
HelperType = Player
Name = "UpLz"
ID = 741
Stateno = 741
size.mid.pos = 741,2
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1


[State ヘルパー召喚-判定]
Type = Helper
triggerall = !ishelper
Trigger1= animelemtime(5)=40
HelperType = Player
Name = "MainLz"
ID = 743
Stateno = 743
size.mid.pos = 743,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1

[State 0, Projectile]
type = Projectile
Trigger1= animelemtime(5)>=0
Trigger1= animelemtime(5)%4=0
Trigger1= animelemtime(5)<=25
projanim =784
projmisstime=5
projID = 780
projhits = 1
projremove = 0
projremovetime = 5
projheightbound = -300,150
projpriority = 999
projsprpriority = 0
postype = p1
attr = S, HA
offset = -24,-95
damage = ceil(enemy,lifemax/70),ceil(enemy,lifemax/100)
animtype = hard
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 0, 12
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S-1
guard.ctrltime = 25
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2,0
air.type = High
air.velocity = -2,-1
air.hittime = 35
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
numhits = ifelse(var(17),1,0)
fall.recover = 0
fall = ifelse(Enemy,statetype=A,1,0)
palfx.time = 8
palfx.add = 60,60,210
palfx.sinadd = 50,50,50,10
palfx.color = 0
palfx.invertall = 1
Supermovetime = 2147483647	
Pausemovetime = 2147483647

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

;---------------------------------------------------------------------------
;演出用ヘルパー
[Statedef 741]
type     = U
movetype = U
physics  = U
ctrl     = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1
sprpriority = 5

[state ]
type=changeanim
trigger1 = anim!=782
value = 782

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = -24,-95

[State -1]
Type = AfterImage
Trigger1= !sysvar(3)
Time = -1
Trans = Add
length = 20
FrameGap = 2
TimeGap = 1
PalBright = 20,40,20
PalContrast = 30,60,85
PalAdd = 0,0,0
PalMul =.70,.70,.90

[state ]
type = Trans
trigger1 = 1
alpha = 256,256
trans = addalpha
[state ]
type = AngleDraw
trigger1 = 1
value = 90
scale =0.5,0.6

[state ]
type=varset
trigger1 = !sysvar(3)
sysvar(1)=random%20

[state ]
type = AngleDraw
trigger1 = const(size.mid.pos.y)=1
value = 85-sysvar(1)

[state ]
type = AngleDraw
trigger1 = const(size.mid.pos.y)=2
value = 95+sysvar(1)

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

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

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[State 51, ステート変更]
type = Changestate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1


;---------------------------------------------------------------------------
;演出用ヘルパー-反射
[Statedef 742]
type     = U
movetype = U
physics  = U
ctrl     = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1
sprpriority = 5

[state ]
type=changeanim
trigger1 = anim!=[7044,7045]
value = 7044+random%2

[State 0, BindToRoot]
type = posset
trigger1 = !sysvar(3)
x = 0
y = 0+random%16
[State 0, BindToRoot]
type = posadd
trigger1 = !sysvar(3)
x =ifelse(const(size.mid.pos.y)=0,-105,105)+ (random%115) * ifelse(random%2=0,1,-1)

[State -1]
Type = AfterImage
Trigger1= !sysvar(3)
Time = -1
Trans = Add
length = 20
FrameGap = 2
TimeGap = 1
PalBright = 20,20,20
PalContrast = 30,30,85
PalAdd = 0,0,0
PalMul =.70,.70,.90

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

[state ]
type=varset
trigger1 = !sysvar(3)
sysvar(1)=(random%16)* ifelse(random%2=0,1,-1)

[state ]
type = AngleDraw
trigger1 = animelemtime(8)<=0
value = 0+sysvar(1)
scale =0.25,0.55
[state ]
type = AngleDraw
trigger1 = animelemtime(8)>=0
value = 0+sysvar(1)
scale =0.25,0.55


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7046
postype = p1
pos = 0,0
bindtime=1
facing = 1
scale = 0.45,0.35
sprpriority =0
ownpal =1
Supermovetime = 2147483647	
Pausemovetime = 2147483647
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7132
postype = p1
pos = 0,0
bindtime=1
facing = 1
scale = 0.4,0.4
sprpriority =0
ownpal =1
Supermovetime = 2147483647	
Pausemovetime = 2147483647
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7120
postype = p1
pos = 0,0
bindtime=1
facing = 1
scale = 1,1
sprpriority =0
ownpal =1
Supermovetime = 2147483647	
Pausemovetime = 2147483647

[State 200, 効果音]
type = PlaySnd
trigger1 = animelemtime(7)=0
value = S850,6
freqmul = 1.12
[State 200, 効果音]
type = PlaySnd
trigger1 = animelemtime(7)=0
value = S1,19
freqmul = 1.15
volume = -100
[State 200, 効果音]
type = PlaySnd
trigger1 = animelemtime(8)=0
value = S850,4
freqmul = 1.05

[State 画面揺らし]
type = EnvShake
trigger1 = animelemtime(7)=0
time = 5
freq = 110
ampl = -2-random%2
phase = 50

[State 0, Projectile]
type = Projectile
trigger1 = animelemtime(6)=0
projanim =783
projmisstime=5
projID = 780
projhits = 5
projremove = 0
projremovetime = 15
projheightbound = -300,150
projpriority = 999
projsprpriority = 0
postype = p1
attr = S, HA
damage = ceil(enemy,lifemax/70),ceil(enemy,lifemax/100)
animtype = hard
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 0, 12
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S-1
guard.ctrltime = 25
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2,0
air.type = High
air.velocity = -2,-1
air.hittime = 35
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
numhits = ifelse(var(17),1,0)
fall.recover = 0
fall = ifelse(Enemy,statetype=A,1,0)
palfx.time = 8
palfx.add = 60,60,210
palfx.sinadd = 50,50,50,10
palfx.color = 0
palfx.invertall = 1
Supermovetime = 2147483647	
Pausemovetime = 2147483647

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

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

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[State 51, ステート変更]
type = Changestate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;---------------------------------------------------------------------------
;演出用ヘルパー-管理
[Statedef 743]
type     = U
movetype = U
physics  = U
ctrl     = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1
sprpriority = 5

[state ]
type=changeanim
trigger1 = anim!=9999
value = 9999

[State 0, BindToRoot]
type = posset
trigger1 = !sysvar(3)
x = 0
y = 0

[State ヘルパー召喚-判定]
Type = Helper
triggerall = ishelper
Trigger1= sysvar(3)%10=0
HelperType = Player
Name = "MainLz"
ID = 742
Stateno = 742
size.mid.pos = 742,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1
[State ヘルパー召喚-判定]
Type = Helper
triggerall = ishelper
Trigger1= sysvar(3)%10=5
HelperType = Player
Name = "MainLz"
ID = 742
Stateno = 742
size.mid.pos = 742,1
Supermovetime = 2147483647	
Pausemovetime = 2147483647	
Ignorehitpause = 1

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

[State 消滅]
type = DestroySelf
trigger1 = sysvar(3)>=80

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[State 51, ステート変更]
type = Changestate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;---------------------------------------------------------------------------
; 6X
[Statedef 750]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 760
value = 760

[State ヘルパー召喚]
Type = Helper
triggerall = !ishelper
trigger1 = animelemtime(8)=0
HelperType = Player
Name = "Spark"
postype = p1
pos = 40,0
ID = 751
Stateno = 751
size.mid.pos = 751,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(6)=0
anim = 7033
postype = p1
pos = 40,0
bindtime=1
scale = 1.2,1.1
ignorehitpause =1
sprpriority = 3
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(8)=0
anim = 7028
postype = p1
pos = 40,0
bindtime=1
scale = 2.4,1.2
ignorehitpause =1
sprpriority = 3
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7018
postype = p1
pos = 40,0
bindtime=1
scale = 1,1
ignorehitpause =1
sprpriority = 0
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = Movecontact=1
anim = 7001
bindtime = 1
postype=p2
random = 20,20
pos = 0,-20
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 1.2,1.2
ownpal = 1
sprpriority =5
pausemovetime = 3
ignorehitpause = 1

[State 210, Snd]
type=playsnd
trigger1= Movehit = 1
value=200,1
freqmul = 0.95
[State 210, Snd]
type=playsnd
trigger1= Movehit = 1
value=80,1
freqmul = 0.98


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


;------------------------------------------------------------------------
;ショックウェイヴ
[StateDef 751]
Type= U
MoveType = U
Physics = N
hitdefpersist = 1
hitcountpersist = 1
movehitpersist=1

[State -1]
Type = ChangeAnim
Trigger1 = anim!=9999
Value = 9999

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State -1]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[state ]
type=velset
trigger1 = 1
x = 8


[State , エフェクト表示]
type = Explod
triggerall = ishelper
trigger1 = sysvar(3)%8=0
anim = 7032
postype = p1
pos = 0,0
bindtime=1
scale = 0.6,0.6
ignorehitpause =1
sprpriority = 3
ownpal =1

[State , エフェクト表示]
type = Explod
triggerall = ishelper
trigger1 = sysvar(3)%8=0
anim = 7026
postype = p1
pos = 0,0
bindtime=1
scale = 1,0.2
ignorehitpause =1
sprpriority = 0
ownpal =1

[State 7050]
type =DestroySelf
trigger1 = sysvar(3)>=90

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[State 51, ステート変更]
type = Changestate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1


;---------------------------------------------------------------------------
; 4Yテレポ
[Statedef 760]
type     = S
movetype = A
physics  = S
sprpriority = 2

[state Time代用変数リセット]
type=varset
trigger1 = anim != 1110
sysvar(3)=0
[state ]
type=changeanim
trigger1 = anim !=1110
value = 1110
[state ]
type=varset
trigger1 = animelemtime(1)=0
sysvar(2) = 760
ignorehitpause = 1
[state ]
type=varset
trigger1 = animelemtime(7)>0
sysvar(2) = 0
ignorehitpause = 1


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 7043
postype = p1
pos = 0,-70
bindtime=1
scale = 0.6,0.6
ignorehitpause =1
sprpriority =-5
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7043
postype = p1
pos = 0,-40
bindtime=1
vfacing = -1
scale = 0.6,0.6
ignorehitpause =1
sprpriority =-5
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 1111
postype = p1
pos = 0,0
bindtime=1
scale = 1,1
vel = 0,-2
ignorehitpause =1
sprpriority =4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 1112
postype = p1
pos = 0,-24
bindtime=1
scale = 1,1
vel = 0,2
ignorehitpause =1
sprpriority =4
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 7134
postype = p1
pos = 0,0
bindtime=1
scale = 1,0.6
ignorehitpause =1
sprpriority =-4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 7329
postype = p1
pos = 0,0
bindtime=1
scale = 1,0.6
ignorehitpause =1
sprpriority =-4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7229
postype = p1
pos = 0,0
bindtime=1
scale = 1,0.6
ignorehitpause =1
sprpriority =-4
ownpal =1

[State ,振り向き]
type = Turn
triggerall = animelemtime(7)=0
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1	

[state ]
type=posadd
trigger1 = animelemtime(4)>=0
trigger1 = animelemtime(7)<0
x = -10
[state ]
type=Velset
trigger1 = animelemtime(4)>=0
trigger1 = animelemtime(7)<0
x = -4

[state ]
type=Velset
trigger1 = animelemtime(7)=0
x = 0
y = 0

[State 210, Snd]
type=playsnd
trigger1 = animelemtime(4)=0
value=0,14
freqmul = 1
[State 210, Snd]
type=playsnd
trigger1 = animelemtime(4)=0
value=1,32
freqmul = 1

[state ]
type=ctrlset
trigger1 = animelemtime(8)<0
value = 0
[state ]
type=ctrlset
trigger1 = animelemtime(8)>=0
value = 1

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


;---------------------------------------------------------------------------
; 6Yテレポ
[Statedef 761]
type     = S
movetype = A
physics  = S
sprpriority = 2

[state Time代用変数リセット]
type=varset
trigger1 = anim != 1110
sysvar(3)=0
[state ]
type=changeanim
trigger1 = anim !=1110
value = 1110
[state ]
type=varset
trigger1 = animelemtime(1)=0
sysvar(2) = 761
ignorehitpause = 1
[state ]
type=varset
trigger1 = animelemtime(7)>0
sysvar(2) = 0
ignorehitpause = 1


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 7043
postype = p1
pos = 0,-70
bindtime=1
scale = 0.6,0.6
ignorehitpause =1
sprpriority =-5
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7043
postype = p1
pos = 0,-40
bindtime=1
vfacing = -1
scale = 0.6,0.6
ignorehitpause =1
sprpriority =-5
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 1111
postype = p1
pos = 0,0
bindtime=1
scale = 1,1
vel = 0,-2
ignorehitpause =1
sprpriority =4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 1112
postype = p1
pos = 0,-24
bindtime=1
scale = 1,1
vel = 0,2
ignorehitpause =1
sprpriority =4
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 7134
postype = p1
pos = 0,0
bindtime=1
scale = 1,0.6
ignorehitpause =1
sprpriority =-4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 7329
postype = p1
pos = 0,0
bindtime=1
scale = 1,0.6
ignorehitpause =1
sprpriority =-4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7229
postype = p1
pos = 0,0
bindtime=1
scale = 1,0.6
ignorehitpause =1
sprpriority =-4
ownpal =1

[State ,振り向き]
type = Turn
triggerall = animelemtime(7)=0
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1	

[state ]
type=posadd
trigger1 = animelemtime(4)>=0
trigger1 = animelemtime(7)<0
x = 10
[state ]
type=Velset
trigger1 = animelemtime(4)>=0
trigger1 = animelemtime(7)<0
x = 4

[state ]
type=Velset
trigger1 = animelemtime(7)=0
x = 0
y = 0

[State 210, Snd]
type=playsnd
trigger1 = animelemtime(4)=0
value=0,14
freqmul = 1
[State 210, Snd]
type=playsnd
trigger1 = animelemtime(4)=0
value=1,32
freqmul = 1

[state ]
type=ctrlset
trigger1 = animelemtime(8)<0
value = 0
[state ]
type=ctrlset
trigger1 = animelemtime(8)>=0
value = 1

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

;この下、一行以上空ける事！


