;MISUZU'S VARIABLES

;NOTE: SOME OF THEM MIGHT NOT BE ACCURATELY TRANSLATED

;_______________________________________________________________________________
;Var(0) =       Hyper Combo Effect
;_______________________________________________________________________________
;Var(1) =       Sora Usable
;_______________________________________________________________________________
;Var(2) =       Air Dash
;_______________________________________________________________________________
;Var(3) =       Recoil Guard Variable
;Var(4) =       Recoil Guard Variable
;_______________________________________________________________________________
;Var(5) =       Hit Sparks Velocities
;Var(6) =       Hit Sparks Velocities
;Var(7) =       Hit Sparks Velocities
;Var(8) =       Hit Sparks Velocities
;_______________________________________________________________________________
;Var(9) =       Recoil Guard Stuff
;_______________________________________________________________________________
;Var(10) =      Medium Attack Chain
;_______________________________________________________________________________
;Var(11) =      Curse Timer
;_______________________________________________________________________________
;Var(12) =      Sora Command Swoop
;_______________________________________________________________________________
;Var(13) =      Helper Sound Input
;Var(14) =      Helper Sound Input
;_______________________________________________________________________________
;Var(15) =      Aerial Pulp Juice Hit Detection
;_______________________________________________________________________________
;Var(16) =      Gao Gao Fire Velocities
;Var(17) =      Gao Gao Fire Velocities
;_______________________________________________________________________________
;Var(18) =      Lump Of Misfortune Go Away trigger
;_______________________________________________________________________________
;Var(19) =      The explody things when Misuzu explodes from her reversal super
;Var(20) =      The explody things when Misuzu explodes from her reversal super
;Var(21) =      The explody things when Misuzu explodes from her reversal super
;_______________________________________________________________________________
;Var(22) =      Velocities For when Misuzu explodes from her reversal super
;Var(23) =      Velocities For when Misuzu explodes from her reversal super
;Var(24) =      Velocities For when Misuzu explodes from her reversal super
;Var(25) =      Velocities For when Misuzu explodes from her reversal super
;Var(26) =      Velocities For when Misuzu explodes from her reversal super
;Var(27) =      Velocities For when Misuzu explodes from her reversal super
;Var(28) =      Velocities For when Misuzu explodes from her reversal super
;Var(29) =      Velocities For when Misuzu explodes from her reversal super
;Var(30) =      Velocities For when Misuzu explodes from her reversal super
;Var(31) =      Velocities For when Misuzu explodes from her reversal super
;Var(32) =      Velocities For when Misuzu explodes from her reversal super
;Var(33) =      Velocities For when Misuzu explodes from her reversal super
;_______________________________________________________________________________
;Var(34) =     Curse Life Depletion
;_______________________________________________________________________________
;Var(35) =     Lump Of Misfortune Go Away Trigger (Kanna)
;_______________________________________________________________________________
;Var(36) =     Fate Feather Display
;_______________________________________________________________________________
;Var(37) =     Reinforce Guage Display
;_______________________________________________________________________________
;Var(38) =     Kanna Feather Storm Velocities
;Var(39) =     Kanna Feather Storm Velocities
;Var(40) =     Kanna Feather Storm Velocities
;Var(41) =     Kanna Feather Storm Velocities
;_______________________________________________________________________________
;Var(42) =     The Original Win Quotes
;Var(43) =     The Original Win Quotes
;_______________________________________________________________________________
;Var(44) =     Artificial Intelligence (AI)
;_______________________________________________________________________________
;Var(45) =     Artificial Intelligence Manuevers
;_______________________________________________________________________________
;Var(46) =     Mid Air Jumps
;Var(47) =     Mid Air Jumps
;_______________________________________________________________________________
;Var(48) =     Damage Dampener
;_______________________________________________________________________________
;Var(49) =     CONFIG: Mid-Air jumps
;_______________________________________________________________________________
;Var(50) =     Misuzu_M Mode
;_______________________________________________________________________________
;Var(51) =     BAR: Extra Health Ability/Yukito Summon Attack Ability
;_______________________________________________________________________________
;Var(52) =     Regain Health
;_______________________________________________________________________________
;Var(53) =     Yukito Summon
;_______________________________________________________________________________
;Var(54) =     CONFIG: Air Dashes and Standing Dashes
;Var(55) =     CONFIG: Hyper Armor
;Var(56) =     CONFIG: Sora
;Var(57) =     CONFIG: Recoil Guard
;Var(58) =     CONFIG: Normal Dash
;Var(59) =     CONFIG: Kanna Mode
;_______________________________________________________________________________
;Fvar(0) =     Multipurpose (Bahamut, Misuzu Clone)
;_______________________________________________________________________________
;Fvar(1) =     Bahamut Stuff And Others
;Fvar(2) =     Bahamut Stuff And Others
;Fvar(3) =     Bahamut Stuff And Others
;Fvar(4) =     Bahamut Stuff And Others
;_______________________________________________________________________________
;Fvar(5) =     CONFIG: Number of Airdashes
;Fvar(6) =     CONFIG: Picture Book Trap limit
;Fvar(7) =     CONFIG: Rich And Pulp Trap Limit
;Fvar(8) =     CONFIG: Infinite Supers/No Power
;Fvar(9) =     CONFIG: When can I use the OHKO?
;_______________________________________________________________________________
;Fvar(10) =    Recoil guard thing!
;_______________________________________________________________________________
;Fvar(11) =    OHKO used?
;_______________________________________________________________________________
;Fvar(12) =    The "Make light orb less spammable" Variable
;_______________________________________________________________________________
;Fvar(13) =    Easy Combo System
;_______________________________________________________________________________
;Fvar(14) =    Echoing Skies Finish
;_______________________________________________________________________________
;Fvar(20) =    Defense Scaling
;_______________________________________________________________________________
;Fvar(21) =    Air Dash Direction Fix
;_______________________________________________________________________________
;FVar(22) =    Misuzu Mode (Attack Mode Or Defense Mode)
;_______________________________________________________________________________
;Fvar(25) - (30) = Scoring
;_______________________________________________________________________________
;Fvar(35) = CONFIG: ???

[Data]
life = 1000
power = 5001 ;Default: Set to 3001 ; Set to 5001 if you want to be able to use Bahamut and Echoing skies
attack = 100
defence = 100
fall.defence_up = 100
liedown.time = 60
airjuggle = 40
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 7

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0   
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0

[Velocity]
walk.fwd  = 2.8
walk.back = -2.8
run.fwd  = 6.0, 0
jump.neu = 0,-9.5
jump.back = -2.5
jump.fwd = 2.5
runjump.back = -2.7,-9.5
runjump.fwd = 4,-9.5
airjump.neu = 0,-9.5
airjump.back = -3
airjump.fwd = 3

[Movement]
airjump.num = 0
airjump.height = 30
yaccel = 0.45
stand.friction = .85
crouch.friction = .85
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = Varadd
trigger1 = Time = 0
var(46) = 1

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 45, 1]
type = VarSet
trigger1 = command != "holdup"
var(47) = 0

[State 45, 1]
type = VarSet
trigger1 = command = "holdup"
var(47) = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0

[state 52]
type = changeanim
trigger1 = Fvar(35) != 4
trigger1 = time = 0
value = 47

[state 52]
type = changeanim
trigger1 = Fvar(35) = 4
trigger1 = time = 0
value = 47

[state 52]
type = Turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = FVar(35) != 4
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;前ダッシュ_開始
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0
velset = 0,0

[State 100]
type = Turn
triggerall = (PrevStateno = 52) || (PrevStateno = [101,102])
triggerall = Time = 0
trigger1 = p2dist X < -5

[State 100]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 100]
type = playerpush
trigger1 = Anim = 100
value = 1

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = Animtime = 0
value = 101
ctrl = 0

;---------------------------------------------------------------------------
;前ダッシュ_移動
[Statedef 101]
type    = A
physics = N
anim = 101
sprpriority = 1
ctrl = 0

[state Score Add]
type = Varadd
trigger1 = time = 0
FV = 30
Value = 10

[State 101]
type = Explod
trigger1 = time = 0
anim = 10000;7005
pos = -50,10
sprpriority = -1
ownpal = 1

[State 101]
type = VarAdd
trigger1 = Time = 1
fv = 35
value = -0.050
IgnoreHitPause = 1
Persistent = 1

[State 101]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 101]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = -4.0

[State 101]
type = veladd
trigger1 = Time >= 0
y = 0.1

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101]
type = PlaySnd
trigger1 = Time = 1
value = 100,0

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = Time >= 8
value = 102
ctrl = 0

[State 101]
type = ChangeState
trigger1 = Anim = 101
trigger1 = Animtime = 0
trigger1 = command = "holdfwd"
value = 102
ctrl = 0

;---------------------------------------------------------------------------
;前ダッシュ後
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102

[State 102]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 111]
type = Velset
trigger1 = time = 0
x = 2.0

[State 102]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;後ろダッシュ_開始
[Statedef 105]
type    = S
physics = S
anim = 105
sprpriority = 1
ctrl = 0
velset = 0,0

[State 105]
type = Turn
triggerall = (PrevStateno = 52) || (PrevStateno = [101,102])
triggerall = Time = 0
trigger1 = p2dist X < -5

[State 105]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 105]
type = playerpush
trigger1 = Anim = 100
value = 1

[State 105]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105]
type = ChangeState
trigger1 = command != "holdback"
trigger1 = AnimTime = 0
trigger1 = Var(59) = 1
value = 108

[State 105]
type = ChangeState
trigger1 = var(58) = 1
trigger1 = Time = 0
value = 108

[State 105]
type = ChangeState
trigger1 = Animtime = 0
value = 106
ctrl = 0

;---------------------------------------------------------------------------
;後ろダッシュ_移動
[Statedef 106]
type    = A
physics = N
anim = 106
sprpriority = 1
ctrl = 0

[state Score Add]
type = Varadd
trigger1 = time = 0
FV = 30
Value = 10

[State 106]
type = Explod
trigger1 = Time = 0
anim = 10000;7005
pos = 50,10
facing = -1
sprpriority = -1
ownpal = 1

[State 106]
type = VarAdd
trigger1 = Time = 1
fv = 35
value = -0.050
IgnoreHitPause = 1
Persistent = 1

[State 106]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -(const(velocity.run.fwd.x))
y = -4.0

[State 106]
type = veladd
trigger1 = Time >= 0
y = 0.1

[State 106]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 106]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 106]
type = PlaySnd
trigger1 = Time = 1
value = 100,0

[State 106]
type = ChangeState
trigger1 = command != "holdback"
trigger1 = Time >= 8
value = 107
ctrl = 0

[State 106]
type = ChangeState
trigger1 = Anim = 106
trigger1 = Animtime = 0
trigger1 = command = "holdback"
value = 107
ctrl = 0

;---------------------------------------------------------------------------
;後ろダッシュ後
[Statedef 107]
type    = A
physics = A
ctrl = 1
anim = 102

[State 107]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 107]
type = Velset
trigger1 = time = 0
x = -2.0

[State 107]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 107]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;バックステップ
[Statedef 108]
type    = A
physics = N
anim = 106
ctrl = 0

[State 108]
type = playerpush
trigger1 = 1
value = 0

[State 108]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1

[State 108]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10

[State 108]
type = velset
trigger1 = var(58) != 1
trigger1 = AnimElem = 1
x = -2.0
y = -5.0

[State 108]
type = velset
trigger1 = var(58) = 1
trigger1 = AnimElem = 1
x = -4.0
y = -5.0

[State 108]
type = VelAdd
trigger1 = time >= 1
y = 0.5

[State 108]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 107

;---------------------------------------------------------------------------
;空中前ダッシュ
[Statedef 110]
type    = A
physics = N
Velset = 0,0
ctrl = 0
anim = 110

[state Score Add]
type = Varadd
trigger1 = time = 0
FV = 30
Value = 10

[state 110]
type = turn
trigger1 = time = 0
trigger1 = Fvar(21) = 0

[State 110]
type = varadd
trigger1 = Time = 0
v = 2
value = 1

[State 110]
type = VelSet
trigger1 = 1
x = 5.5

[State 110]
type = VelAdd
trigger1 = Time > 10
y = 0.055

[State 110]
type = PlaySnd
trigger1 = Time = 1
value = 100,0

[State 110]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = Time = 15
trigger2 = command != "holdfwd"
trigger2 = time >= 15
value = 111

[State 110]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = time = 35
value = 111
ctrl = 1

;---------------------------------------------------------------------------
;空中前ダッシュ後
[Statedef 111]
type    = A
physics = A
ctrl = 1
anim = 102

[State 111]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 111]
type = Velset
trigger1 = time = 0
x = 3.0

[State 111]
type = Turn
trigger1 = p2dist X < 0

[State 111]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 111]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;空中バックダッシュ
[Statedef 115]
type    = A
physics = N
Velset = 0,0
ctrl = 0
anim = 115

[state Score Add]
type = Varadd
trigger1 = time = 0
FV = 30
Value = 10

[state 115]
type = turn
trigger1 = time = 0
trigger1 = Fvar(21) = 0

[State 115]
type = varadd
trigger1 = Time = 0
v = 2
value = 1

[State 115]
type = VelSet
trigger1 = 1
x = -5.5

[State 115]
type = VelAdd
trigger1 = Time > 10
y = 0.055

[State 115]
type = PlaySnd
trigger1 = Time = 1
value = 100,0

[State 115]
type = ChangeState
trigger1 = command != "holdback"
trigger1 = Time = 15
trigger2 = command != "holdback"
trigger2 = time >= 15
value = 116

[State 115]
type = ChangeState
trigger1 = command = "holdback"
trigger1 = time = 35
value = 116
ctrl = 1

;---------------------------------------------------------------------------
;空中バックダッシュ後
[Statedef 116]
type    = A
physics = A
ctrl = 1
anim = 102

[State 116]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 116]
type = Velset
trigger1 = time = 0
x = -3.0

[State 116]
type = Turn
trigger1 = p2dist X < 0

[State 116]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 116]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
;Recoil Guard
[Statedef 160]
type    = S
physics = S
anim = 160
ctrl = 0
SprPriority = -1

[state Score Add]
type = Varadd
trigger1 = time = 0
Fv = 30
value = 20

[State Recoil]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
ignorehitpause = 1
persistent =1
endcmdbuftime = 20

[state Recoil]
type = varset
trigger1 = time = 0
var(3) = 11

[State 160]
type = PosFreeze
trigger1 = time >= 0

[State 160]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 15,-40
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 160]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 160]
type = ChangeState
Trigger1 = time = 21
value = 130
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ_リコイルガード
[Statedef 161]
type    = C
physics = C
anim = 161
ctrl = 0
SprPriority = -1

[state Score Add]
type = Varadd
trigger1 = time = 0
Fv = 30
value = 20

[State Recoil]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
ignorehitpause = 1
persistent =1
endcmdbuftime = 20

[state Recoil]
type = varset
trigger1 = time = 0
var(3) = 11

[State 161]
type = PosFreeze
trigger1 = time >= 0

[State 161]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 15,-20
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 161]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 161]
type = ChangeState
Trigger1 = Time = 21
value = 131
ctrl = 1

;---------------------------------------------------------------------------
;空中_リコイルガード
[Statedef 162]
type    = A
physics = N
anim = 162
ctrl = 0
SprPriority = -1

[state Score Add]
type = Varadd
trigger1 = time = 0
Fv = 30
value = 20

[State Recoil]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
ignorehitpause = 1
persistent =1
endcmdbuftime = 20

[state Recoil]
type = varset
trigger1 = time = 0
var(3) = 11

[State 162]
type = PosFreeze
trigger1 = time >= 0

[State 162]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 15,-40
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
supermove = 1

[State 162]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 162]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

[State 162]
type = ChangeState
Trigger1 = Time = 21
value = 132
ctrl = 1
;_
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = FVar(35) = 4
trigger1 = HitShakeOver
value = 5001

[State 5000, 7]
type = ChangeState
trigger1 = FVar(35) != 4
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

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

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

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = Command = "recovery"
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5110]
type = Explod
trigger1 = Time = 0
anim = 7004
id = 9494
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
under = sysvar(1) <= 10
supermove = 1
ignorehitpause = 1
pausemovetime = 20
supermovetime = 20

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
value = S800,1

[State 5110, 7]
type = PlaySnd
trigger1 = Alive
trigger1 = Time = 0
value = S5000,3

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

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, Envshake]
type = envshake
Trigger1 = time = 0
time = 10
ampl = -3
freq = 110

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

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

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

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

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

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0

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

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

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

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5110

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, Envshake]
type = envshake
Trigger1 = time = 0
time = 10
ampl = -3
freq = 110

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = Explod
trigger1 = !numexplod(9494)
trigger1 = Time = 1
anim = 7004
id = 7004
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
under = sysvar(1) <= 10
supermove = 1
ignorehitpause = 1
pausemovetime = 20
supermovetime = 20

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = !numexplod(9494)
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = S800,1

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = anim != 5150
trigger1 = roundstate = 4
value = 5150

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -2
y = -5.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201]
type = Explod
trigger1 = time = 1
anim = 7018
scale = 1,1
postype = p1
pos = 0,0
sprpriority = 4
supermove = 0
ownpal = 1

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[state 5210]
type = veladd
trigger1 = 1
y = .5

[State 5210, 1]
type = Velset
trigger1 = Time = 0
y = -7

[State 5210, 2] ;Go fwd
type = Velset
trigger1 = Time = 0
trigger1 = Command = "holdfwd"
x = 3.5

[State 5210, 2] ;Go back
type = Velset
trigger1 = Time = 0
trigger1 = Command = "holdback"
x = -3.5

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
;Initialize At Start Of Round

[Statedef 5900]
type = S

;_________DO NOT CONFIGURE THE STUFF BELOW____
[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 1]
type = ChangeAnim
triggerall = Var(59) = 1
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State 5900, 1] ;Clear all int variables EXCEPT Var(50)
type = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

;---------------------------------------------------------------------------
[statedef 190]
anim = 190

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = intro
flag3 = nomusic

[State 190, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0

[State 190, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191 + random%4

;---------------------------------------------------------------------------
[statedef 191]
anim = 191

[State 191]
type = Explod
trigger1 = time = 0
anim = 192
pos = 0,-50
postype = p1
sprpriority = -1

[State 191, Explod]
type = Explod
trigger1 = time = 42
anim = 7016
pos = 0,-50

[State 190, PlaySnd]
type = PlaySnd
trigger1 = time = 42
value = S20,4

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = intro
flag3 = nomusic

[State 191, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 192]
type = S
movetype = I
physics = S
anim = 190
ctrl = 0
velset = 0

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = intro
flag3 = nomusic

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 193]
type = S
movetype = I
physics = S
anim = 193
ctrl = 0
velset = 0

[state 193]
type = playsnd
trigger1 = time = 0
value = 3600,0

[State 193, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = gametime%10 = 0
anim = 3615
pos = -20,random%200
postype = left
vel = 5,random%5 - random%5
accel = 0.1,0
removetime = 60
scale = 0.5,0.5
sprpriority = 4
shadow = 0,0,0
ownpal = 1

[State 193, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = gametime%10 = 0
anim = 3615
pos = 20,random%200
postype = right
vel = -5,random%5 - random%5
accel = -0.1,0
removetime = 60
scale = 0.5,0.5
sprpriority = 4
shadow = 0,0,0
ownpal = 1

[State 193, AllPalFX]
type = AllPalFX
trigger1 = time >= 120 && time <= 180
time = 2
add = 736-(time*4),736-(time*4),736-(time*4)

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = intro
flag3 = nomusic

[State 193, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 194]
type = S
movetype = I
physics = S
anim = 194
ctrl = 0
velset = 0

[State 194, Explod]
type = Explod
trigger1 = time = 116
anim = 7014
pos = 0,-50
postype = p1
bindtime = -1
removetime = -2
sprpriority = 4
shadow = 0,0,0
ownpal = 1

[State 194, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = intro
flag3 = nomusic

[State 194, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
[statedef 195]
physics = N
velset = 0,0

[state 195]
type = changestate
trigger1 = time = 0
value = 196 + random%2

;_____________
[statedef 196]
physics = N
velset = 0,0
anim = 195

[State 196, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[state 196]
type = playsnd
trigger1 = time = 26
value = S100,0

[state 196]
type = velset
trigger1 = animelem = 4
x = 3

[state 196]
type = veladd
trigger1 = Vel y > -3
trigger1 = time > 26
y = -0.1

[State 196, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 196, AssertSpecial]
type = AssertSpecial
trigger1 = time < 160
flag = roundnotover

;________
[statedef 197]
physics = N
velset = 2.4,0

[State 197, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 20

[State 197, ChangeAnim]
type = ChangeAnim
trigger1 = time = 60
value = 196

[State 194, Explod]
type = Explod
trigger1 = time = 60
anim = 7004
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
sprpriority = 4
shadow = 0,0,0
ownpal = 1

[State 197, VelSet]
type = VelSet
trigger1 = anim = 196
x = 0

[State 197, PlaySnd]
type = PlaySnd
trigger1 = time = 60
value = S800,1
channel = 0

[State 197, PlaySnd]
type = PlaySnd
trigger1 = anim = 196
trigger1 = time = 110
value = S5200,0
channel = 0

[State 197, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 197, AssertSpecial]
type = AssertSpecial
trigger1 = time < 160
flag = roundnotover
;___________________________________________________________________________

;---------------------------------------------------------------------------
;Attack Light
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
velset = 0,0 
ctrl = 0
poweradd = ifelse(Fvar(0) = 0,ceil(0.00666666666666667*PowerMax),0)
sprpriority = 2
hitcountpersist = 1

[state 200]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 200

[state 200]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 201

[State 200]
type = PlaySnd
trigger1 = Time = 1
value = 200,0

[State 200]
type = HitDef
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 3
attr = S, NA
damage = Floor(Fvar(0)*10)
animtype = Light
guardflag = M
priority = 3, Hit
pausetime = 10, 10
sparkno = -1
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -4,0
air.type = trip
air.velocity = -3,-2
air.hittime = 12
fall.recover = 0
fall.recovertime = 30
getpower = ceil(0.00833333333333333*PowerMax),ceil(0.00166666666666667*PowerMax)
givepower = ceil(0.00333333333333333*PowerMax),ceil(0.000666666666666667*PowerMax)

[State 200]
type = HitDef
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 3
attr = S, NA
damage = Floor(Fvar(0)*5)
animtype = Light
guardflag = M
priority = 3, Hit
pausetime = 8, 8
sparkno = -1
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
guard.hittime = 10
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3,0
air.type = trip
air.velocity = -3,-2
air.hittime = 12
fall.recover = 0
fall.recovertime = 30
getpower = ceil(0.00833333333333333*PowerMax),ceil(0.00166666666666667*PowerMax)
givepower = ceil(0.00333333333333333*PowerMax),ceil(0.000666666666666667*PowerMax)

[State 200, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = 400,1
channel = 1
ignorehitpause = 1
persistent = 0

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8097
pos = 50,-55
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
; Attack Medium (Near)
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= ifelse(Fvar(0) = 0,ceil(0.0116666666666667*PowerMax),0)
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
hitcountpersist = 1

[State 210]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = time = 0
value = 215

[State 210]
type = varset
trigger1 = time = 1
v = 10
value = 1

[State 210]
type = velset
trigger1 = time > 6 && time < 10
x = 1.0

[State 210]
type = PlaySnd
trigger1 = Time = 1
value = 210,0

[State 210]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = Floor(Fvar(0)*20)
guardflag = M
pausetime = 10, 10
guard.sparkno = S7007
sparkno = -1
sparkxy = -10,-50
guardsound = S120, 0
ground.type = low
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = -5
air.type = trip
air.velocity = -4,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall.recover = 0
fall.recovertime = 40
getpower = ceil(0.0116666666666667*PowerMax),ceil(0.00233333333333333*PowerMax)
givepower = ceil(0.005*PowerMax),ceil(0.00166666666666667*PowerMax)

[State Medium hit]
type = PlaySnd
trigger1 = movehit = 1
value = 410,1
channel = 1
ignorehitpause = 1
persistent = 0

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8098
pos = 50,-32
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;Attack Medium (Far)
[Statedef 215]
type    = S
movetype= A
physics = S
poweradd= ifelse(Fvar(0) = 0,ceil(0.0116666666666667*PowerMax),0)
ctrl = 0
velset = 0,0
sprpriority = 2
hitcountpersist = 1

[state 215]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 215

[state 215]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 216

[State 215]
type = PlaySnd
trigger1 = Time = 1
value = 210,0

[State 215]
type = HitDef
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = Floor(Fvar(0)*20)
hitflag = MAF
guardflag = M
pausetime = 10, 10
sparkno = -1
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = low
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 16
airguard.ctrltime = 14
ground.velocity = -5
air.type = trip
air.velocity = -4,-2
fall.recover = 0
fall.recovertime = 40
getpower = ceil(0.0116666666666667*PowerMax),ceil(0.00233333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State 215]
type = HitDef
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = Floor(Fvar(0)*15)
hitflag = MAF
guardflag = MAF
pausetime = 8, 8
sparkno = -1
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = low
ground.slidetime = 12
ground.hittime = 18
guard.hittime = 18
air.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -4
air.type = trip
air.velocity = -4,-2
fall.recover = 0
fall.recovertime = 40
getpower = ceil(0.0116666666666667*PowerMax),ceil(0.00233333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8098
pos = 110,-35
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State Medium hit]
type = PlaySnd
trigger1 = movehit = 1
value = 410,1
channel = 1
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;Attack Strong
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= ifelse(Fvar(0) = 0,ceil(0.0166666666666667*PowerMax),0)
ctrl = 0
velset = 0,0
sprpriority = 2
hitcountpersist = 1

[state 220]
type = changeanim
trigger1 = FVar(35) != 2
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 220

[state 220]
type = changeanim
trigger1 = FVar(35) != 2
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 221

[state 220]
type = changeanim
trigger1 = FVar(35) = 2
trigger1 = time = 0
value = 222

[State 220]
type = PlaySnd
trigger1 = AnimElem = 5
value = 210,0

[State 220]
type = HitDef
trigger1 = FVar(35) != 2
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*40)
guardflag = M
hitflag = MAF
pausetime = 10, 10
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6
air.type = trip
air.velocity = -5,-2
fall.recover = 0
fall.recovertime = 50
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State 220]
type = HitDef
trigger1 = FVar(35) != 2
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*30)
guardflag = M
hitflag = MAF
pausetime = 8, 8
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = -6
air.type = trip
air.velocity = -6,-2
fall.recover = 0
fall.recovertime = 50
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State 220]
type = HitDef
trigger1 = FVar(35) = 2
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*200),20
guardflag = M
hitflag = MAF
pausetime = 15, 15
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = -20
air.type = trip
air.velocity = -20,-1
fall.recover = 0
fall = 1
fall.recovertime = 50
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;クラッシュ（発動）
[Statedef 230]
type     = S
movetype = A
physics  = S
anim     = 230
poweradd = ifelse(Fvar(0) = 0,ceil(0.0166666666666667*PowerMax),0)
ctrl     = 0
velset   = 0,0
hitcountpersist = 1

[State 230]
type = ChangeState
triggerall = prevstateno != 34000
trigger1 = AnimTime = 0
value = 231

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 23100

;クラッシュ（ジャンプ）
[Statedef 231]
type     = A
movetype = A
physics  = N
anim     = 231
ctrl     = 0
hitcountpersist = 1

[State 231]
type = velset
trigger1 = FVar(35) != 4
trigger1 = AnimElem = 1
x = 1.0
y = -3.0

[State 231]
type = velset
trigger1 = FVar(35) = 4
trigger1 = AnimElem = 1
x = 1.0
y = -6.0

[State 231]
type = VelAdd
trigger1 = time >= 1
y = 0.5

[State 231]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 232

;クラッシュ（攻撃）
[Statedef 232]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 232
hitcountpersist = 1

[State 232]
type = velset
trigger1 = time = 0
y = 0

[State 232]
type = PosSet
trigger1 = Time = 0
y = 0

[State 232]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 232]
type = HitDef
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 2
attr = S, NA
animtype = Hard
damage    = Floor(Fvar(0)*40),5
guardflag = H
pausetime = 10, 10
priority = 7
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = low
ground.slidetime = 20
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -7
guard.velocity = -3
air.type = trip
air.velocity = -6,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall.recover = 0
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State 232]
type = HitDef
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 2
attr = S, NA
animtype = Hard
damage    = Floor(Fvar(0)*30),5
guardflag = H
pausetime = 8, 8
priority = 7
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = low
ground.slidetime = 20
ground.hittime = 30
guard.hittime = 30
air.hittime = 30
guard.ctrltime = 30
airguard.ctrltime = 30
ground.velocity = -6
guard.velocity = -6
air.type = trip
air.velocity = -6,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall.recover = 0
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 232]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Light attack
[Statedef 400]
type    = C
movetype= A
physics = C
Poweradd = ifelse(Fvar(0) = 0,ceil(0.00666666666666667*PowerMax),0)
ctrl = 0
velset = 0,0
sprpriority = 2
hitcountpersist = 1

[state 400]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 400

[state 400]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 401

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 200,0

[State 400]
type = HitDef
trigger1 = FVar(13) = 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = Floor(Fvar(0)*10)
priority  = 3
animtype  = Light
hitflag = M
guardflag = L
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = -5,-10
guardsound = S120, 0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
guard.hittime = 10
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -4
fall.recover = 0
fall.recovertime = 30
getpower = ceil(0.00833333333333333*PowerMax),ceil(0.00166666666666667*PowerMax)
givepower = ceil(0.00333333333333333*PowerMax),ceil(0.000666666666666667*PowerMax)

[State 400]
type = HitDef
trigger1 = FVar(13) = 1
trigger1 = AnimElem = 3
attr = C, NA
damage    = Floor(Fvar(0)*5)
priority  = 3
animtype  = Light
hitflag = M
guardflag = L
pausetime = 8,8
sparkno = -1
guard.sparkno = S7007
sparkxy = -5,-10
guardsound = S120, 0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
guard.hittime = 10
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -3
air.velocity = -3,-2
fall.recover = 0
fall.recovertime = 30
getpower = ceil(0.00833333333333333*PowerMax),ceil(0.00166666666666667*PowerMax)
givepower = ceil(0.00333333333333333*PowerMax),ceil(0.000666666666666667*PowerMax)

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8097
pos = 50,0
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State Light Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 400,1
channel = 1
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;Crouch Medium Attack
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd = ifelse(Fvar(0) = 0,ceil(0.0116666666666667*PowerMax),0)
ctrl = 0
velset = 0,0
sprpriority = 2
hitcountpersist = 1

[state 410]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 410

[state 410]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 411

[State 410]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = time = 0
value = 215

[State 410]
type = varset
trigger1 = time = 1
v = 10
value = 1

[State 410]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0

[State 410]
type = HitDef
trigger1 = FVar(13) = 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = Floor(Fvar(0)*20)
animtype  = Medium
hitflag = M
guardflag = L
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = -5,-10
guardsound = S120, 0
ground.type = Low
ground.slidetime = 10
ground.hittime = 15
guard.hittime = 14
air.hittime = 15
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = -5
fall.recover = 0
fall.recovertime = 40
getpower = ceil(0.0116666666666667*PowerMax),ceil(0.00233333333333333*PowerMax)
givepower = ceil(0.005*PowerMax),ceil(0.00166666666666667*PowerMax)

[State 410]
type = HitDef
trigger1 = FVar(13) = 1
trigger1 = AnimElem = 3
attr = C, NA
damage    = Floor(Fvar(0)*15)
animtype  = Medium
hitflag = M
guardflag = L
pausetime = 8,8
sparkno = -1
guard.sparkno = S7007
sparkxy = -5,-10
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime = 18
guard.hittime = 18
air.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -4
air.velocity = -4,-2
fall.recover = 0
fall.recovertime = 40
getpower = ceil(0.0116666666666667*PowerMax),ceil(0.00233333333333333*PowerMax)
givepower = ceil(0.005*PowerMax),ceil(0.00166666666666667*PowerMax)

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8098
pos = 50,0
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State Medium hit]
type = PlaySnd
trigger1 = movehit = 1
value = 410,1
channel = 1
ignorehitpause = 1
persistent = 0

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

;---------------------------------------------------------------------------
;Crouch strong attack
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 15
poweradd = ifelse(Fvar(0) = 0,ceil(0.0166666666666667*PowerMax),0)
ctrl = 0
velset = 0,0
sprpriority = 1
hitcountpersist = 1

[state 420]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 420

[state 420]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 421

[State 420]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,0

[State 420]
type = HitDef
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 4
attr = C, NA
animtype = Hard
damage = Floor(Fvar(0)*40)
priority  = 7
guardflag = L
pausetime = 10,10
hitflag = MA
guard.pausetime = 10,10
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-10
guardsound = S120, 0
ground.slidetime = 20
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
guard.velocity = -5
ground.velocity = 0,-5
air.velocity = 0,-5
sprpriority = 2 
fall = 1
fall.recover = 0
fall.recovertime = 50
;yaccel = 0.75
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State 420]
type = HitDef
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 4
attr = C, NA
animtype = Hard
damage = Floor(Fvar(0)*30)
priority  = 7
guardflag = L
pausetime = 8,8
hitflag = MA
guard.pausetime = 8,8
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-10
guardsound = S120, 0
ground.slidetime = 15
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = 0,-12
guard.velocity = -5
air.velocity = 0,-12
guard.velocity = -6
sprpriority = 2
fall = 1
fall.recover = 0
fall.recovertime = 50
yaccel = 0.6
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 420]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Aerial Weak Attack
[Statedef 600]
type    = A
movetype= A
physics = A
Poweradd = ifelse(Fvar(0) = 0,ceil(0.00666666666666667*PowerMax),0)
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[state 600]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 600

[state 600]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 601

[State 600]
type = PlaySnd
trigger1 = Time = 1
value = 200,0

[State 600]
type = HitDef
trigger1 = FVar(13) = 0
trigger1 = AnimElem = 3
attr = A, NA
animtype  = light
damage    = Floor(Fvar(0)*10)
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = -5,-5
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -4
air.type = high
airguard.velocity = -3,-4
air.velocity = -3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower = ceil(0.00833333333333333*PowerMax),ceil(0.00166666666666667*PowerMax)
givepower = ceil(0.00333333333333333*PowerMax),ceil(0.000666666666666667*PowerMax)

[State 600]
type = HitDef
trigger1 = FVar(13) = 1
trigger1 = AnimElem = 3
attr = A, NA
animtype  = light
damage    = Floor(Fvar(0)*5)
hitflag = MAF
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = -1
guard.sparkno = S7007
sparkxy = -5,-5
guardsound = S120, 0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
guard.hittime = 10
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -4
air.type = high
airguard.velocity = -3,-4
air.velocity = -2,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 20
getpower = ceil(0.00833333333333333*PowerMax),ceil(0.00166666666666667*PowerMax)
givepower = ceil(0.00333333333333333*PowerMax),ceil(0.000666666666666667*PowerMax)

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8097
pos = 40,-20
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State Light Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 400,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 600]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 600]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 600]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Aerial Medium Attack
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0116666666666667*PowerMax),0)
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[state 610]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
value = 610

[state 610]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
value = 611

[State 610]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 610]
type = HitDef
trigger1 = FVar(13) = 0
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Medium
damage = Floor(Fvar(0)*20)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = -10,-10
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = -5
air.type = trip
airguard.velocity = -3.5,-4
air.velocity = -3.5,-3
fall.recover = 1
fall.recovertime = 30
getpower = ceil(0.0116666666666667*PowerMax),ceil(0.00233333333333333*PowerMax)
givepower = ceil(0.005*PowerMax),ceil(0.00166666666666667*PowerMax)

[State 610]
type = HitDef
trigger1 = FVar(13) = 1
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Medium
damage = Floor(Fvar(0)*15)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 8,8
sparkno = -1
guard.sparkno = S7007
sparkxy = -10,-10
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
guard.hittime = 18
air.hittime = 18
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -4
air.type = trip
airguard.velocity = -4,-4
air.velocity = -3,-3
fall.recover = 1
fall.recovertime = 30
getpower = ceil(0.0116666666666667*PowerMax),ceil(0.00233333333333333*PowerMax)
givepower = ceil(0.005*PowerMax),ceil(0.00166666666666667*PowerMax)

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8098
pos = 40,-10
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State Medium hit]
type = PlaySnd
trigger1 = movehit = 1
value = 410,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 610]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Aerial Strong Attack
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0166666666666667*PowerMax),0)
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[state 620, 1]
type = changestate
trigger1 = p2dist x <= 0
value = 621

[state 620]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
trigger1 = Anim != 620
value = 620

[state 620]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
trigger1 = Anim != 621
value = 621

[State 620]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 620]
type = HitDef
trigger1 = FVar(13) = 0
trigger1 = !Var(15)
trigger1 = time = 0
attr = A, NA
damage    = Floor(Fvar(0)*40)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-40
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -5
air.type = trip
airguard.velocity = -6,-4
air.velocity = -4,-6
fall.recover = 1
fall.recovertime = 40
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State 620]
type = HitDef
trigger1 = FVar(13) = 1
trigger1 = !Var(15)
trigger1 = time = 0
attr = A, NA
damage    = Floor(Fvar(0)*30)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 8,8
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-40
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = -6;*(ifelse,p2dist x < 0,-1,1)
air.type = trip
airguard.velocity = -6;*(ifelse,p2dist x < 0,-1,1),-4
air.velocity = -4,-3;*(ifelse,p2dist x < 0,-1,1),-2
fall.recover = 1
fall.recovertime = 40
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[state 620]
type = Varset
trigger1 = Movecontact
v = 15
value = 1
ignorehitpause = 1

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 620]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 620]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Aerial Strong Attack
[Statedef 621]
type    = A
movetype= A
physics = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0166666666666667*PowerMax),0)
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[state 620, 1]
type = changestate
trigger1 = p2dist x > 0
value = 620

[state 621, 2]
type = changeanim
trigger1 = FVar(13) = 0
trigger1 = time = 0
trigger1 = Anim != 620
value = 620

[state 621, 3]
type = changeanim
trigger1 = FVar(13) = 1
trigger1 = time = 0
trigger1 = Anim != 621
value = 621

[State 621, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 621, 5]
type = HitDef
trigger1 = FVar(13) = 0
trigger1 = !Var(15)
trigger1 = time = 0
attr = A, NA
damage    = Floor(Fvar(0)*40)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-40
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 5
air.type = trip
airguard.velocity = 6,-4
air.velocity = 4,-6
fall.recover = 1
fall.recovertime = 40
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State 621, 6]
type = HitDef
trigger1 = FVar(13) = 1
trigger1 = !Var(15)
trigger1 = time = 0
attr = A, NA
damage    = Floor(Fvar(0)*30)
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 8,8
sparkno = S8099;S7003
guard.sparkno = S7007
sparkxy = -10,-40
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = 6
air.type = trip
airguard.velocity = 6
air.velocity = 4,-3
fall.recover = 1
fall.recovertime = 40
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[state 621, 7]
type = Varset
trigger1 = Movecontact
v = 15
value = 1
ignorehitpause = 1

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 621]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 621]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;投げ開始
[statedef 800]
type = S
movetype = A
velset = 0
ctrl = 0
anim = 800
juggle = 0

[State 800]
type = Hitdef
trigger1  = FVar(13) = 0
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S8099;S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 801
p2stateno = 810
hitsound   = S800,0

[State 800]
type = Hitdef
trigger1  = FVar(13) = 1
trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S8099;S7003
sparkxy = -10, -50
sprpriority = 1
guard.dist = 0
p1stateno = 802
p2stateno = 820
hitsound   = S800,0

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;投げ
[statedef 801]
type = S
movetype = A
velset = 0
ctrl = 0
anim = 801

[state 801]
type = varadd
trigger1 = time = 0
v = 48
value = 1

[State 801]
type = targetbind
triggerall = FVar(13) = 0
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
pos = 30, 0
time = 10
persistent = 0

[State 801]
type = targetbind
triggerall = FVar(13) = 1
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
pos = 30, 0
time = 10
persistent = 0

;[State 801]
;type = targetbind
;triggerall = FVar(13) = 1
;trigger1 = animelem = 5
;pos = 0, -20
;time = 10
;persistent = 0

[State 801]
type = Turn
trigger1 = FVar(13) = 1
trigger1 =animelem = 5

[State 801]
type = Turn
trigger1 =animelem = 10

[State 801]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;投げ
[statedef 802]
type = S
movetype = A
velset = 0
ctrl = 0
anim = 802

[state 802]
type = varadd
trigger1 = time = 0
v = 48
value = 1

[State 801]
type = targetbind
triggerall = FVar(13) = 0
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
pos = 30, 0
time = 10
persistent = 0

[State 801]
type = targetbind
triggerall = FVar(13) = 1
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
pos = 30, 0
time = 10
persistent = 0

;[State 801]
;type = targetbind
;triggerall = FVar(13) = 1
;trigger1 = animelem = 5
;pos = 0, -20
;time = 10
;persistent = 0

[State 801]
type = Turn
trigger1 = FVar(13) = 1
trigger1 =animelem = 5

[State 801]
type = Turn
trigger1 =animelem = 10

[State 801]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;____________________
;やられ
[Statedef 810]
type    = A
movetype= H
physics = N
velset = 0,0

[State 810] 
type = ChangeAnim2
Trigger1 = time = 0
value = 810

[State 810]
type = Posadd
trigger1 = time = 28
y = -50

[State 810]
type = VelSet
trigger1 = time = 28
trigger1 = p2dist X >= 0
x = 5.5
y = -3.5

[State 810]
type = VelSet
trigger1 = time = 28
trigger1 = p2dist X < 0
x = -5.5
y = -3.5

[State 810]
type = lifeadd
trigger1 = time = 28
value = -120

[State 810]
type = Veladd
trigger1 = time >= 28
y = .25

[State 810]
type = SelfState
trigger1 = Pos Y > 0
value = 5100

;____________________
;やられ
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820]
type = ChangeAnim2
Trigger1 = time = 0
value = 811

[state 820]
type = turn
trigger1 = time = 24

[State 820]
type = Posadd
trigger1 = time = 24
x = -40
y = -30

[State 820]
type = VelSet
trigger1 = time = 24
trigger1 = p2dist X >= 0
x = 5
y = -7

[State 820]
type = VelSet
trigger1 = time = 24
trigger1 = p2dist X < 0
x = -5
y = -7

[State 820]
type = lifeadd
trigger1 = time = 24
value = -40

[State 820]
type = Veladd
trigger1 = time >= 24
y = .45

[State 820]
type = SelfState
trigger1 = Pos Y > 0
value = 5100

;---------------------------------------------------------------------------
;空中投げ開始
[statedef 850]
type = A
movetype = A
velset = 0
ctrl = 0
anim = 850

[State 850]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 850]
type = Hitdef
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 1
attr = A, NA
hitflag = AF;A-
priority = 1, Miss
sparkno = S8099;S7003
sparkxy = -10, -50
sprpriority = 1
guard.dist = 0
p1stateno = 851
p2stateno = 860
hitsound   = S800,0
p2facing = 1

[State 850]
type = Hitdef
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 1
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = S8099;S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 851
p2stateno = 860
hitsound   = S800,0

[State 850]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;空中投げ投げヒット
[statedef 851]
type = A
movetype = A
velset = 0
ctrl = 0
anim = 851

[state 801]
type = varadd
trigger1 = time = 0
v = 48
value = 1

[State 851]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 851]
type = targetbind
trigger1 = animelem = 1
pos = 10, 0
time = 10
persistent = 0

[State 851]
type = targetbind
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
pos = 30, 0
time = 10
persistent = 0

[State 851]
type = Turn
trigger1 = animelem = 9

[State 851]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;やられ
[Statedef 860]
type    = A
movetype= H
physics = N
velset = 0,0

[State 860] 
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

[State 860]
type = VelSet
trigger1 = time = 20
trigger1 = p2dist X >= 0
x = 6
y = 0

[State 860]
type = VelSet
trigger1 = time = 20
trigger1 = p2dist X < 0
x = -6
y = 0

[State 860]
type = lifeadd
trigger1 = Time = 20
value = -120

[State 860]
type = Posadd
trigger1 = time = 20
y = -40

[State 860]
type = Veladd
trigger1 = time >= 20
y = .45

[State 860]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;インスタントチャージ
[Statedef 900]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 900
poweradd= 0

[State 900]
type = Varset
trigger1 = time = 0
trigger2 = ((time = 0) && (Var(46) <= 200))
v = 7
value = 0
ignorehitpause = 1
supermove = 1

[State 900]
type = Varadd
trigger1 = ((time = 0) && (Var(46) >= 201))
v = 7
value = -200
ignorehitpause = 1
supermove = 1

[State 900]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
flag2 = nofg
flag3 = noBG

[State 900]
type = StateTypeSet
trigger1 = time >= 0
trigger1 = Pos Y < 0
statetype = A
movetype = A
phisics = A

[State 900]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype = A
value = 910

[State 900]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 900]
type = superpause
trigger1 = time = 1
time = 30
anim = s7009
pos = 0, 0
movetime = 30
darken = 0

[State 900]
type = Explod
trigger1 = time = 1
anim = 7010
pos = 0, 0
ontop = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 900]
type = PlaySnd
trigger1 = time = 1
value = S900, 0

[State 900]
type = PosFreeze
trigger1 = 1

[State 900]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 900]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 50
ctrl = 1

[State 900]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Picture Book Diary 1
[statedef 1000]
type = S
movetype = A
poweradd= ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1000
ctrl = 0
velset = 0

[State 1000]
type = Helper
trigger1 = Var(59) != 2 && Var(59) != 3
trigger1 = AnimElem = 6
helpertype = normal
name = "Diary_1"
postype = p1
pos = 35,0
stateno = 1010
id = 1010
keyctrl = 0
ownpal = 1
facing = 1

[State 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;_______BOOK LOST_______
[statedef 1005]
type = S
movetype = I
physics = N
anim = 1005
velset = 0,0
ctrl = 0

[State 1005, Explod]
type = Explod
trigger1 = time = 0
anim = 8099
removetime = -2
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(4)), (parent,var(5))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 + (parent,var(5)), 1 + (parent,var(4))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(4)), 10 + (parent,var(5))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 - (parent,var(5)), 1 + (parent,var(4))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(4)), 0 - (parent,var(5))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -1 + (parent,var(5)), -1 - (parent,var(4))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(4)), -10 - (parent,var(5))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State LOST]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 1 - (parent,var(5)), -1 - (parent,var(4))
pos = -10,0
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1010]
type = destroyself
trigger1 = time = 0
___________

;絵日記
[Statedef 1010]
type = S
movetype = I
physics = N
anim = 1005
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010, ChangeState]
type = ChangeState
trigger1 = parent,movetype = H
trigger1 = parent,stateno != [120,160]
value = 1005
ignorehitpause = 1
persistent = 1

[State 1010]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1010]
type = ChangeState
trigger1 = P2dist X = [-45,45]
value = 1011
ctrl = 0

[State 1010]
type = destroyself
trigger1 = time >= 400
trigger2 = parent,stateno = 1002 && fvar(7) = 1

;絵日記
[Statedef 1011]
type = S
movetype = A
physics = N
anim = 1010
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1011]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,0

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1011]
type = HitDef
trigger1 = Parent,FVar(13) = 0
trigger1 = AnimElem = 6
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*50),5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -4,-4
guard.velocity = -4
guard.slidetime = 20
guard.hittime = 20
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 50
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1011]
type = HitDef
trigger1 = Parent,FVar(13) = 1
trigger1 = AnimElem = 6
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*25),5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -2,-4
guard.velocity = -2
guard.slidetime = 20
guard.hittime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[state AI MANUEVER]
type = parentvarset
trigger1 = Movehit
v = 45
value = 1

[state AI MANUEVER]
type = parentvarset
trigger1 = animtime = 0
v = 45
value = 0

[State 1011]
type = destroyself
trigger1 = animtime = 0

;消滅
[Statedef 1012]
type = S
movetype = H
anim = 1006
velset = 0,0

[State 1012]
type = DestroySelf
trigger1 = Time = 1

;---------------------------------------------------------------------------
;Picture Book Diary 2
[statedef 1001]
type = S
movetype = A
poweradd= ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1000
ctrl = 0
velset = 0

[State 1001]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Diary_2"
postype = p1
pos = 35,0
stateno = 1020
id = 1020
keyctrl = 0
ownpal = 1
facing = 1

[State 1001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;絵日記
[Statedef 1020]
type = S
movetype = I
physics = N
anim = 1005
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1020, ChangeState]
type = ChangeState
trigger1 = parent,movetype = H
trigger1 = parent,stateno != [120,160]
value = 1005
ignorehitpause = 1
persistent = 1

[State 1020]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1020]
type = ChangeState
trigger1 = P2dist X = [-45,45]
value = 1021
ctrl = 0

[State 1020]
type = destroyself
trigger1 = time >= 400
trigger2 = parent,stateno = 1002 && fvar(7) = 1

;絵日記
[Statedef 1021]
type = S
movetype = A
physics = N
anim = 1020
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1021]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1021]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,1

[state AI MANUEVER]
type = parentvarset
trigger1 = Movehit
v = 45
value = 1

[state AI MANUEVER]
type = parentvarset
trigger1 = animtime = 0
v = 45
value = 0

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1011]
type = HitDef
trigger1 = Parent,FVar(13) = 0
trigger1 = AnimElem = 6
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*50),5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -4,-4
guard.velocity = -4
guard.slidetime = 20
guard.hittime = 20
sprpriority = 2
fall = 1
fall.recover = 1
fall.recovertime = 50
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1011]
type = HitDef
trigger1 = Parent,FVar(13) = 1
trigger1 = AnimElem = 6
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*25),5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -2,-4
guard.velocity = -2
guard.slidetime = 20
guard.hittime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1021]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Picture Book Diary Reinforced
[statedef 1002]
type = S
movetype = A
poweradd= ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1000
ctrl = 0
velset = 0

[State 1002]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 1002]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 1002]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1002]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 1002]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 1002]
type = Helper
trigger1 = Var(59) != 2 && Var(59) != 3
trigger1 = AnimElem = 6
helpertype = normal
name = "Diary_3"
postype = p1
pos = 35,0
stateno = 1030
id = 1030
keyctrl = 0
ownpal = 1
facing = 1

[State 1002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;絵日記
[Statedef 1030]
type = S
movetype = I
physics = N
anim = 1006
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1030]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1030]
type = ChangeState
trigger1 = P2dist X = [-60,60]
value = 1031
ctrl = 0

[State 1030]
type = destroyself
trigger1 = time >= 400

;絵日記
[Statedef 1031]
type = S
movetype = A
physics = N
anim = 1030
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1031]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1031]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,2

[state AI MANUEVER]
type = parentvarset
trigger1 = Movehit
v = 45
value = 1

[state AI MANUEVER]
type = parentvarset
trigger1 = animtime = 0
v = 45
value = 0

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 50
persistent = 0

[State 1031]
type = HitDef
trigger1 = Parent,FVar(13) = 0
trigger1 = AnimElem = 6
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*60),5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-12
air.velocity = 0,-12
airguard.velocity = -4,-4
guard.velocity = -4
guard.slidetime = 20
guard.hittime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1031]
type = HitDef
trigger1 = Parent,FVar(13) = 1
trigger1 = AnimElem = 6
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*40),5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-12
air.velocity = 0,-12
airguard.velocity = -2,-4
guard.velocity = -2
guard.slidetime = 20
guard.hittime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1031]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;弱翼発動
[Statedef 1100]
type    = S
movetype = A
physics = N
ctrl = 0
anim = 1100
velset = 0,0
hitcountpersist = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

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

[State 1100, VelMul]
type = VelMul
trigger1 = 1
x = .9

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;弱翼
[Statedef 1101]
type     = A
movetype = A
physics  = N
anim     = 1101
ctrl     = 0
hitcountpersist = 1

[State 1101]
type = Explod
trigger1 = time = 0
anim = 10000
pos = -50, 10
ontop = 1
facing = 1
ownpal = 1

[State 1101]
type = velset
trigger1 = AnimElem = 1
x = 6.0
y = -6.0

[State 1101]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 1101]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0

[state Score Add]
type = Varadd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1101]
type = HitDef
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*50),5
getpower  = 60
guardflag = MA
pausetime = 10,10
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -8,-4 
air.velocity = -8,-4
guard.velocity = -3
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
fall.recovertime = 50

[State 1101]
type = HitDef
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*25),5
getpower  = 60
guardflag = MA
pausetime = 8,8
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -4,-4
air.velocity = -4,-4
guard.velocity = -4
airguard.velocity = -4,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
fall.recovertime = 50

[State Sword Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 520,2
channel = 1
ignorehitpause = 1
persistent = 0

[State 1101]
type = ChangeState
trigger1 = Pos y >= 0
trigger1 = Vel y >= 0
value = 1102

;着地
[Statedef 1102]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1102
ctrl = 0
hitcountpersist = 1

[State 1102]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1102]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1102]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中弱翼
[Statedef 1105]
type     = A
movetype = A
physics  = N
anim     = 1105
ctrl     = 0
velset = 0,0
hitcountpersist = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1105]
type = velset
trigger1 = AnimElem = 1
x = 6.0
y = -6.0

[State 1105]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 1105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0

[state Score Add]
type = Varadd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1105]
type = HitDef
trigger1 = Fvar(13) = 0
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*50),5
getpower  = 60
guardflag = MA
pausetime = 10,10
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -8,-4 
air.velocity = -8,-4
guard.velocity = -3
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
fall.recovertime = 50

[State 1105]
type = HitDef
trigger1 = Fvar(13) = 1
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*25),5
getpower  = 60
guardflag = MA
pausetime = 8,8
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -4,-4
air.velocity = -4,-4
guard.velocity = -4
airguard.velocity = -4,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
fall.recovertime = 50

[State Sword Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 520,2
channel = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = ChangeState
trigger1 = Pos y >= 0
trigger1 = Vel y >= 0
value = 1102

;---------------------------------------------------------------------------
;中翼発動
[Statedef 1110]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1100
velset = 0,0
hitcountpersist = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

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

[State 1100, VelMul]
type = VelMul
trigger1 = 1
x = .9

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

;中翼
[Statedef 1111]
type     = A
movetype = A
physics  = N
anim     = 1110
ctrl     = 0
hitcountpersist = 1

[State 1111]
type = Explod
trigger1 = time = 0
anim = 10000
pos = -50, 10
ontop = 1
facing = 1
ownpal = 1

[State 1111]
type = velset
trigger1 = AnimElem = 1
x = 6.0
y = -6.0

[State 1111]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 1105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,1

[state Score Add]
type = Varadd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1111]
type = HitDef
trigger1 = Fvar(13) = 0
trigger1 = numexplod(1130) = 0
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*50),5
getpower  = 60
guardflag = MA
pausetime = 10,10
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -8,-4 
air.velocity = -8,-4
guard.velocity = -3
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
fall.recovertime = 50

[State 1111]
type = HitDef
trigger1 = Fvar(13) = 1
trigger1 = numexplod(1130) = 0
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*40),5
getpower  = 60
guardflag = MA
pausetime = 8,8
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -4,-4
air.velocity = -4,-4
guard.velocity = -4
airguard.velocity = -4,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
fall.recovertime = 50

[State Sword Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 520,2
channel = 1
ignorehitpause = 1
persistent = 0

[State 1111]
type = ChangeState
trigger1 = Pos y >= 0
trigger1 = Vel y >= 0
value = 1102

;---------------------------------------------------------------------------
;空中弱翼
[Statedef 1115]
type     = A
movetype = A
physics  = N
anim     = 1110
ctrl     = 0
velset = 0,0
hitcountpersist = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1115]
type = velset
trigger1 = AnimElem = 1
x = 6.0
y = -6.0

[State 1115]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 1115]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,1

[state Score Add]
type = Varadd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1115]
type = HitDef
trigger1 = numexplod(1130) = 0
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*50),5
getpower  = 60
guardflag = MA
pausetime = 10,10
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -8,-4 
air.velocity = -8,-4
guard.velocity = -3
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
fall.recovertime = 50

[State Sword Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 520,2
channel = 1
ignorehitpause = 1
persistent = 0

[State 1115]
type = ChangeState
trigger1 = Pos y >= 0
trigger1 = Vel y >= 0
value = 1102

;---------------------------------------------------------------------------
;強翼発動
[Statedef 1120]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1100
velset = 0,0
hitcountpersist = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1120]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 1120]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 1120]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1120]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 1120]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 1120]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

;強翼
[Statedef 1121]
type     = A
movetype = A
physics  = N
anim     = 1101
ctrl     = 0
hitcountpersist = 1

[State 1121]
type = Explod
trigger1 = time = 0
anim = 10000
pos = -50, 10
ontop = 1
facing = 1
ownpal = 1

[State 1121]
type = velset
trigger1 = AnimElem = 1
x = 8.0
y = -6.0

[State 1121]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 1121]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,2

[state Score Add]
type = Varadd
trigger1 = Movehit
FV = 30
Value = 50
persistent = 0

[State 1121]
type = HitDef
trigger1 = numexplod(1130) = 0
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*60),5
getpower  = 60
guardflag = MA
pausetime = 10,10
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -8,-4 
air.velocity = -8,-4
guard.velocity = -3
airguard.velocity = -3,-4
p2stateno = 1130
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0

[state Dampen]
type = varadd
trigger1 = enemy,time = 0
trigger1 = p2movetype = H
trigger1 = enemy,stateno = 1130
v = 48
value = 1

[State Sword Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 520,2
channel = 1
ignorehitpause = 1
persistent = 0

[State 1121]
type = ChangeState
trigger1 = Pos y >= 0
trigger1 = Vel y >= 0
value = 1102

;やられ
[Statedef 1130]
type = A
movetype= H
physics = N
hitcountpersist = 1

[State 1130, PosFreeze]
type = PosFreeze
trigger1 = !hitshakeover
value = 1
ignorehitpause = 1

[State 1130]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 1130]
type = VelSet
trigger1 = hitshakeover
trigger1 = p2dist X >= 0
persistent = 0
x = -8
y = -4

[State 1130]
type = VelSet
trigger1 = hitshakeover
trigger1 = p2dist X < 0
persistent = 0
x = 8
y = -4

[State 1130]
type = VelAdd
trigger1 = hitshakeover
trigger1 = time >= 0
y = 0.3

[State 1130]
type = ChangeAnim2
trigger1 = time = 0
value = 1130

[State 1130]
type = ChangeState
trigger1 = hitshakeover
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
persistent = 0
value = 5656

[State 1130]
type = SelfState
trigger1 = hitshakeover
trigger1 = vel y >= 0
trigger1 = Pos Y > 0
value = 5110

;---------------------------------------------------------------------------
;空中強翼
[Statedef 1125]
type     = A
movetype = A
physics  = N
anim     = 1105
ctrl     = 0
velset = 0,0
hitcountpersist = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1125]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 1125]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 1125]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1120]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 1125]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 1125]
type = velset
trigger1 = AnimElem = 1
x = 8.0
y = -6.0

[State 1125]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 1121]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,2

[state Score Add]
type = Varadd
trigger1 = Movehit
FV = 30
Value = 50
persistent = 0

[State 1125]
type = HitDef
trigger1 = numexplod(1130) = 0
trigger1 = AnimElem = 3
attr = S, SA
animtype  = back
damage    = Floor(Fvar(0)*60),5
getpower  = 60
guardflag = MA
pausetime = 5,5
priority = 7
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = -1,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -8,-4 
air.velocity = -8,-4
guard.velocity = -3
airguard.velocity = -3,-4
p2stateno = 1130
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0

[state Dampen]
type = varadd
trigger1 = enemy,time = 0
trigger1 = p2movetype = H
trigger1 = enemy,stateno = 1130
v = 48
value = 1

[State Sword Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 520,2
channel = 1
ignorehitpause = 1
persistent = 0

[State 1125]
type = ChangeState
trigger1 = Pos y >= 0
trigger1 = Vel y >= 0
value = 1102

;---------------------------------------------------------------------------
;Rich and Pulpy 1
[statedef 1200]
type = S
movetype = A
poweradd= 50
anim  = 1200
ctrl = 0
velset = 0
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1200]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Pulp_1"
postype = p1
pos = 0,-80
stateno = 1210
id = 1210
keyctrl = 0
ownpal = 1
facing = 1

[State 1200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200,0

[State 1200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;どろり濃厚
[Statedef 1210]
type = S
movetype = I
physics = N
anim = 1205
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1210]
type = HitBy
trigger1 = Time >= 0
value = S, NA, SA, HA, NT, ST, HT, NP, SP, HP

[State 1210]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1210]
type = HitOverride
trigger1 = time = 0
time = -1
attr = S, AA, AT, AP
slot = 0
stateno = 1212

;REMEMBER
[State 1210]
type = ChangeState
trigger1 = time >= 25
trigger1 = P2dist X = [-40,40]
trigger1 = P2dist Y = [-60,79]
value = 1211
ctrl = 0

[State 1210]
type = destroyself
trigger1 = time >= 400
trigger2 = parent,stateno = 1202 && fvar(6) = 1

;どろり濃厚
[Statedef 1211]
type = S
movetype = A
physics = N
anim = 1210
velset = 0,0
ctrl = 0
sprpriority = 2

[state 1211]
type = PlaySnd
trigger1 = time = 1
value = 1200,3

[State 1211]
type = assertspecial
trigger1 = 1
flag = noshadow

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 1211]
type = HitDef
trigger1 = Parent,FVar(13) = 0
trigger1 = AnimElem = 2
attr = S, SP
animtype  = Hard
damage    = Floor(50*Root,Fvar(0)),5
hitflag = MAFD
guardflag = MA
pausetime = 0,20
guard.pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.hittime = 1
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = -4,-4
guard.velocity = -4
guard.hittime = 20
guard.slidetime = 20
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1211]
type = HitDef
trigger1 = Parent,FVar(13) = 1
trigger1 = AnimElem = 4
attr = S, SP
animtype  = Hard
damage    = Floor(40*Root,Fvar(0)),5
hitflag = MAFD
guardflag = MA
pausetime = 0,10
guard.pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.hittime = 1
ground.velocity = 0,-7
air.velocity = 0,-7
airguard.velocity = -2,-7
guard.velocity = -2
guard.hittime = 20
guard.slidetime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1211]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1211

[State 1211]
type = ChangeState
trigger1 = Movehit = 1
value = 1213
ctrl = 0

[State 1211]
type = destroyself
trigger1 = animtime = 0

;消滅
[Statedef 1212]
type = S
movetype = H
anim = 1206
velset = 0,0

[State 1212]
type = DestroySelf
trigger1 = Time = 1

;消滅
[Statedef 1213]
type = S
movetype = I
anim = 1211
velset = 0,0

[State 1212]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1212]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Rich and Pulpy 2
[statedef 1201]
type = S
movetype = A
poweradd= 50
anim  = 1200
ctrl = 0
velset = 0
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1201]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Pulp_2"
postype = p1
pos = 0,-80
stateno = 1220
id = 1220
keyctrl = 0
ownpal = 1
facing = 1

[State 1201]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200,1

[State 1201]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;どろり濃厚
[Statedef 1220]
type = S
movetype = I
physics = N
anim = 1205
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1220]
type = HitBy
trigger1 = Time >= 0
value = S, NA, SA, HA, NT, ST, HT, NP, SP, HP

[State 1220]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1220]
type = HitOverride
trigger1 = time = 0
time = -1
attr = S, AA, AT, AP
slot = 0
stateno = 1212

[State 1220]
type = ChangeState
trigger1 = time >= 25
trigger1 = P2dist X = [-40,40]
trigger1 = P2dist Y = [-60,79]
value = 1221
ctrl = 0

[State 1220]
type = destroyself
trigger1 = time >= 400
trigger2 = parent,stateno = 1202 && fvar(6) = 1

;どろり濃厚
[Statedef 1221]
type = S
movetype = A
physics = N
anim = 1210
velset = 0,0
ctrl = 0
sprpriority = 2

[state 1221]
type = PlaySnd
trigger1 = time = 1
value = 1200,3

[State 1221]
type = assertspecial
trigger1 = 1
flag = noshadow

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 1221]
type = HitDef
trigger1 = Parent,FVar(13) = 0
trigger1 = AnimElem = 4
attr = S, SP
animtype  = Hard
damage    = Floor(50*Root,Fvar(0)),5
hitflag = MAFD
guardflag = MA
pausetime = 0,20
guard.pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.hittime = 1
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = -4,-4
guard.velocity = -4
guard.hittime = 20
guard.slidetime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1221]
type = HitDef
trigger1 = Parent,FVar(13) = 1
trigger1 = AnimElem = 4
attr = S, SP
animtype  = Hard
damage    = Floor(40*Root,Fvar(0)),5
hitflag = MAFD
guardflag = MA
pausetime = 0,10
guard.pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.hittime = 1
ground.velocity = 0,-7
air.velocity = 0,-7
airguard.velocity = -2,-7
guard.velocity = -2
guard.hittime = 20
guard.slidetime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1221]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1221

[State 1221]
type = ChangeState
trigger1 = Movehit = 1
value = 1213
ctrl = 0

[State 1221]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Rich and Pulpy Reinforced
[statedef 1202]
type = S
movetype = A
poweradd= 50
anim  = 1200
ctrl = 0
velset = 0
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1202]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 1202]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 1202]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1202]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 1202]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 1202]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Pulp_3"
postype = p1
pos = 0,-80
stateno = 1230
id = 1230
keyctrl = 0
ownpal = 1
facing = 1

[State 1202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200,2

[State 1202]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;どろり濃厚
[Statedef 1230]
type = S
movetype = I
physics = N
anim = 1206
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1230]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1230]
type = ChangeState
trigger1 = time >= 25
trigger1 = P2dist X = [-40,40]
trigger1 = P2dist Y = [-60,79]
value = 1231
ctrl = 0

[State 1230]
type = destroyself
trigger1 = time >= 400

;どろり濃厚
[Statedef 1231]
type = S
movetype = A
physics = N
anim = 1210
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1231]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 1231]
type = PlaySnd
trigger1 = time = 1
value = 1200,3

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 50
persistent = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 1231]
type = HitDef
trigger1 = Parent,FVar(13) = 0
trigger1 = AnimElem = 4
attr = S, SP
animtype  = Hard
damage    = Floor(60*Root,Fvar(0)),5
hitflag = MAFD
guardflag = MA
pausetime = 0,30
guard.pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.hittime = 1
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = -4,-4
guard.velocity = -4
guard.hittime = 20
guard.slidetime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1231]
type = HitDef
trigger1 = Parent,FVar(13) = 1
trigger1 = AnimElem = 4
attr = S, SP
animtype  = Hard
damage    = Floor(60*Root,Fvar(0)),5
hitflag = MAFD
guardflag = MA
pausetime = 0,20
guard.pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.hittime = 1
ground.velocity = 0,-7
air.velocity = 0,-7
airguard.velocity = -2,-7
guard.velocity = -2
guard.hittime = 20
guard.slidetime = 20
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1231]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1231

[State 1231]
type = ChangeState
trigger1 = Movehit = 1
value = 1214
ctrl = 0

[State 1231]
type = destroyself
trigger1 = animtime = 0

;消滅
[Statedef 1214]
type = S
movetype = A
anim = 1212
velset = 0,0

[State 1214]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1214]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Lump Of Misfortune 1
[statedef 1300]
type = S
movetype = A
poweradd= 60
anim  = 1300
ctrl = 0
velset = 0
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1300]
type = varset
trigger1 = animelem = 1
v = 18
value = 1

[State 1300]
type = varset
trigger1 = animelem = 10
v = 18
value = 0

[State 1300]
type = Explod
trigger1 = animelem = 14
anim = 1305
ID = 1305
sprpriority = 7
postype = p1
pos = 0,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1300]
type = Explod
trigger1 = animelem = 10
anim = 1306
ID = 1306
sprpriority = 6
postype = p1
pos = -7,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1300]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,0

[State 1300]
type = PlaySnd
trigger1 = AnimElem = 20
value = 1300,2

[State 1300]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "Lump_1"
postype = p1
pos = 0,-50
stateno = 1310
id = 1310
keyctrl = 0
ownpal = 1
facing = 1

[State 1300]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;光球
[Statedef 1310]
type = A
movetype = A
physics = N
anim = 1310
velset = 0.5,-5.6
ctrl = 0
sprpriority = 2

[State 1310]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1310]
type = VelAdd
trigger1 = time = [0, 54]
trigger2 = time = [85, 114]
trigger3 = time = [145, 174]
trigger4 = time = [205, 234]
trigger5 = time = [265, 294]
trigger6 = time = [325, 350]
y = 0.14

[State 1310]
type = VelAdd
trigger1 = time = [55, 84]
trigger2 = time = [115, 144]
trigger3 = time = [175, 204]
trigger4 = time = [235, 264]
trigger5 = time = [295, 324]
y = -0.14

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1310]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9010
ID = 1330

[State 1310]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1310]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1310]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1310

[State 1310]
type = ChangeState
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = time >= 350
trigger4 = parent,var(18) = 1
value = 1320
ctrl = 0

;消滅
[Statedef 1320]
type = A
movetype = H
anim = 1320
velset = 0,0

[State 1320]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1320]
type = DestroySelf
trigger1 = animtime = 0

;呪い
[Statedef 1330]
anim = 1330

[State 1330]
type = veladd
trigger1 = 1
x = p2dist x
y = p2dist y

[State 1330, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
sparkno = -1
hitsound = -1,0
numhits = 0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state 1330]
type = changeanim
trigger1 = Target,MoveReversed
value = 99999

[State 1330]
type = ParentVarSet
trigger1 = Time = 0
v = 11
value = 960

[State 1330]
type = DestroySelf
trigger1 = parent,var(11) = 0
trigger2 = !Enemy,Alive

[State -2, LifeAdd]
type = TargetLifeAdd
trigger1 = Parent,var(34) = 1
trigger1 = GameTime % 13 = 0
trigger2 = Parent,var(34) = 2
trigger2 = GameTime % 11 = 0
trigger3 = Parent,var(34) = 3
trigger3 = GameTime % 8 = 0
trigger4 = Parent,var(34) = 4
trigger4 = GameTime % 6 = 0
trigger5 = Parent,var(34) = 5
trigger5 = GameTime % 3 = 0
trigger6 = Parent,var(34) = 6
trigger6 = GameTime % 2 = 0
trigger7 = Parent,var(34) = 7
trigger7 = GameTime % 1 = 0
value = ifelse(enemy,lifemax >= 1000, ceil(-enemy,lifemax * 0.001), 1)
kill = 0
ignorehitpause = 1
absolute = 1
supermovetime = 99999999
pausemovetime = 99999999
Persistent = 1

[State 1330]
type = TargetDrop
trigger1 = Roundstate != 2
trigger2 = !root,alive
;---------------------------------------------------------------------------
;Lump Of Misfortune 2
[statedef 1301]
type = S
movetype = A
poweradd= 60
anim  = 1300
ctrl = 0
velset = 0
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1301]
type = varset
trigger1 = animelem = 1
v = 18
value = 1

[State 1301]
type = varset
trigger1 = animelem = 10
v = 18
value = 0

[State 1301]
type = Explod
trigger1 = animelem = 14
anim = 1305
ID = 1305
sprpriority = 7
postype = p1
pos = 0,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1301]
type = Explod
trigger1 = animelem = 10
anim = 1306
ID = 1306
sprpriority = 6
postype = p1
pos = -7,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1301]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,0

[State 1301]
type = PlaySnd
trigger1 = AnimElem = 20
value = 1300,2

[State 1301]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "Lump_2"
postype = p1
pos = 0,-50
stateno = 1311
id = 1311
keyctrl = 0
ownpal = 1
facing = 1

[State 1301]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;光球
[Statedef 1311]
type = A
movetype = A
physics = N
anim = 1310
velset = 0.5,-6.4
ctrl = 0
sprpriority = 2

[State 1311]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1311]
type = VelAdd
trigger1 = time = [0, 39]
y = 0.16

[State 1311]
type = VelAdd
trigger1 = time = [40, 59]
trigger2 = time = [95, 129]
trigger3 = time = [165, 199]
trigger4 = time = [235, 250]
y = 0.13

[State 1311]
type = VelAdd
trigger1 = time = [60, 94]
trigger2 = time = [130, 164]
trigger3 = time = [200, 234]
y = -0.13

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1311]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9010

[State 1311]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1311]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1311]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1311

[State 1311]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = time >= 250
trigger4 = parent,var(18) = 1
value = 1320
ctrl = 0

;---------------------------------------------------------------------------
;Lump Of Misfortune Reinforced
[statedef 1302]
type = S
movetype = A
poweradd= 15
anim  = 1300
ctrl = 0
velset = 0
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 1302]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 1302]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 1302]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1302]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 1302]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 1302]
type = varset
trigger1 = animelem = 1
v = 18
value = 1

[State 1302]
type = varset
trigger1 = animelem = 10
v = 18
value = 0

[State 1302]
type = Explod
trigger1 = animelem = 14
anim = 1305
ID = 1305
sprpriority = 7
postype = p1
pos = 0,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1302]
type = Explod
trigger1 = animelem = 10
anim = 1306
ID = 1306
sprpriority = 6
postype = p1
pos = -7,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1302]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,1

[State 1302]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,3

[State 1302]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "Lump_3"
postype = p1
pos = 0,-50
stateno = 1312
id = 1312
keyctrl = 0
ownpal = 1
facing = 1

[State 1302]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "hikari_4"
postype = p1
pos = 0,-50
stateno = 1313
id = 1312
keyctrl = 0
ownpal = 1
facing = 1

[State 1302]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;光球１
[Statedef 1312]
type = A
movetype = A
physics = N
anim = 1310
velset = 1.2,-6.4
ctrl = 0
sprpriority = 2

[State 1312]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1312]
type = VelAdd
trigger1 = time = [0, 39]
y = 0.16

[State 1312]
type = VelAdd
trigger1 = time = [40, 59]
trigger2 = time = [95, 129]
trigger3 = time = [165, 199]
trigger4 = time = [235, 269]
trigger5 = time = [305, 339]
y = 0.11

[State 1312]
type = VelAdd
trigger1 = time = [60, 94]
trigger2 = time = [130, 164]
trigger3 = time = [200, 234]
trigger4 = time = [270, 304]
trigger5 = time = [340, 350]
y = -0.11

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1312]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9010

[State 1312]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1312]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1312]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1312

[State 1312]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = time >= 350
trigger4 = parent,var(18) = 1
value = 1320
ctrl = 0

;光球２
[Statedef 1313]
type = A
movetype = A
physics = N
anim = 1310
velset = 0.7,-5.6
ctrl = 0
sprpriority = 2

[State 1313]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1313]
type = VelAdd
trigger1 = time = 55
y = 0.1

[State 1313]
type = VelAdd
trigger1 = time = [0, 54]
trigger2 = time = [85, 114]
trigger3 = time = [145, 174]
trigger4 = time = [205, 234]
trigger5 = time = [265, 294]
trigger6 = time = [325, 350]
y = 0.14

[State 1313]
type = VelAdd
trigger1 = time = [55, 84]
trigger2 = time = [115, 144]
trigger3 = time = [175, 204]
trigger4 = time = [235, 264]
trigger5 = time = [295, 324]
y = -0.14

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1313]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9010

[State 1313]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1313]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1313]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1313

[State 1313]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = time >= 350
trigger4 = parent,var(18) = 1
value = 1320
ctrl = 0

;---------------------------------------------------------------------------
;弱不幸ノ塊
[statedef 1304]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1300
ctrl = 0
velset = 0

[State 1304]
type = varset
trigger1 = time = 1
v = 35
value = 1

[State 1304]
type = varset
trigger1 = animelem = 10
v = 35
value = 0

[State 1304]
type = Explod
trigger1 = animelem = 14
anim = 1305
ID = 1305
sprpriority = 7
postype = p1
pos = 0,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1304]
type = Explod
trigger1 = animelem = 10
anim = 1306
ID = 1306
sprpriority = 6
postype = p1
pos = -7,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1304]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,0

[State 1304]
type = PlaySnd
trigger1 = AnimElem = 20
value = 1300,2

[State 1304]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "hikari_5"
postype = p1
pos = 0,-50
stateno = 1350
id = 1350
keyctrl = 0
ownpal = 1
facing = 1

[State 1304]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;光球
[Statedef 1350]
type = A
movetype = A
physics = N
anim = 1307
velset = 12,-8
ctrl = 0
sprpriority = 2

[State 1350]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1350]
type = changestate
trigger1 = time >= 10
trigger1 = p2dist x = [-5,5]
trigger2 = time >= 30
value = 1355

[State 1350]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = parent,var(35) = 1
trigger2 = parent,movetype = H
trigger2 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;光球
[Statedef 1355]
type = A
movetype = A
physics = N
anim = 1310
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1355]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1355]
type = Explod
trigger1 = time = 0
anim = 1305
ID = 1305
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1355]
type = VelSet
trigger1 = time = 0
y = 0.5

[State 1355]
type = VelAdd
trigger1 = time = [0, 29]
trigger2 = time = [90, 149]
trigger3 = time = [210, 269]
trigger4 = time = [330, 389]
trigger5 = time = [450, 509]
trigger6 = time = [570, 629]
x = -0.06

[State 1355]
type = VelAdd
trigger1 = time = [30, 89]
trigger2 = time = [150, 209]
trigger3 = time = [270, 329]
trigger4 = time = [390, 449]
trigger5 = time = [510, 569]
x = 0.06

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1355]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2
p2stateno = 9010
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 1355]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1355]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1355]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1355

[State 1355]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = Pos y > -50
trigger4 = parent,var(35) = 1
trigger5 = parent,movetype = H
trigger5 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;---------------------------------------------------------------------------
;中不幸ノ塊
[statedef 1305]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1300
ctrl = 0
velset = 0

[State 1305]
type = varset
trigger1 = time = 1
v = 35
value = 1

[State 1305]
type = varset
trigger1 = animelem = 10
v = 35
value = 0

[State 1305]
type = Explod
trigger1 = animelem = 14
anim = 1305
ID = 1305
sprpriority = 7
postype = p1
pos = 0,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1305]
type = Explod
trigger1 = animelem = 10
anim = 1306
ID = 1306
sprpriority = 6
postype = p1
pos = -7,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1305]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,0

[State 1305]
type = PlaySnd
trigger1 = AnimElem = 20
value = 1300,2

[State 1305]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "hikari_6"
postype = p1
pos = 0,-60
stateno = 1351
id = 1351
keyctrl = 0
ownpal = 1
facing = 1

[State 1305]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;光球
[Statedef 1351]
type = A
movetype = A
physics = N
anim = 1307
velset = 15,0
ctrl = 0
sprpriority = 2

[State 1351]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1351]
type = changestate
trigger1 = FrontEdgeDist <= -10
trigger1 = p2dist x < -100
trigger2 = time >= 30
value = 1356

[State 1351]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = parent,var(35) = 1
trigger2 = parent,movetype = H
trigger2 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;光球
[Statedef 1356]
type = A
movetype = A
physics = N
anim = 1310
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1356]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1356]
type = Explod
trigger1 = time = 0
anim = 1305
ID = 1305
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1356]
type = VelSet
trigger1 = time = 0
x = -0.8

[State 1356]
type = VelAdd
trigger1 = time = [0, 19]
trigger2 = time = [60, 99]
trigger3 = time = [140, 179]
trigger4 = time = [220, 250]
y = 0.13

[State 1356]
type = VelAdd
trigger1 = time = [20, 59]
trigger2 = time = [100, 139]
trigger3 = time = [180, 219]
y = -0.13

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1356]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9010

[State 1356]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1356]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1356]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1356

[State 1356]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = time >= 250
trigger4 = parent,var(35) = 1
trigger5 = parent,movetype = H
trigger5 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;---------------------------------------------------------------------------
;強不幸ノ塊
[statedef 1306]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1300
ctrl = 0
velset = 0

[State 1306]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 1306]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 1306]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1306]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 1306]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 1306]
type = varset
trigger1 = time = 1
v = 35
value = 1

[State 1306]
type = varset
trigger1 = animelem = 10
v = 35
value = 0

[State 1306]
type = Explod
trigger1 = animelem = 14
anim = 1305
ID = 1305
sprpriority = 7
postype = p1
pos = 0,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1306]
type = Explod
trigger1 = animelem = 10
anim = 1306
ID = 1306
sprpriority = 6
postype = p1
pos = -7,-50
bindtime = -1
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1306]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,1

[State 1306]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1300,3

[State 1306]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "hikari_7"
postype = p1
pos = 0,-50
stateno = 1352
id = 1352
keyctrl = 0
ownpal = 1
facing = 1

[State 1306]
type = Helper
trigger1 = AnimElem = 24
helpertype = normal
name = "hikari_8"
postype = p1
pos = 0,-50
stateno = 1353
id = 1353
keyctrl = 0
ownpal = 1
facing = 1

[State 1306]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;光球１（発射）
[Statedef 1352]
type = A
movetype = A
physics = N
anim = 1307
velset = 12,-8
ctrl = 0
sprpriority = 2

[State 1352]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1352]
type = Explod
trigger1 = time >= 10
trigger1 = p2dist x = [-5,5]
trigger2 = time >= 30
anim = 1305
ID = 1305
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1352]
type = changestate
trigger1 = time >= 10
trigger1 = p2dist x = [-5,5]
trigger2 = time >= 30
value = 1357

[State 1352]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = parent,var(35) = 1
trigger2 = parent,movetype = H
trigger2 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;光球２（発射）
[Statedef 1353]
type = A
movetype = A
physics = N
anim = 1308
velset = 12,-8
ctrl = 0
sprpriority = 2

[State 1353]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1353]
type = changestate
trigger1 = time >= 10
trigger1 = p2dist x = [-5,5]
trigger2 = time >= 30
value = 1358

[State 1353]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = parent,var(35) = 1
trigger2 = parent,movetype = H
trigger2 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;光球１
[Statedef 1357]
type = A
movetype = A
physics = N
anim = 1310
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1357]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1357]
type = Explod
trigger1 = time = 0
anim = 1305
ID = 2010
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1357]
type = VelSet
trigger1 = time = 0
y = 0.3

[State 1357]
type = VelAdd
trigger1 = time = [0, 29]
trigger2 = time = [90, 149]
trigger3 = time = [210, 269]
trigger4 = time = [330, 389]
trigger5 = time = [450, 509]
trigger6 = time = [570, 629]
x = -0.1

[State 1357]
type = VelAdd
trigger1 = time = [30, 89]
trigger2 = time = [150, 209]
trigger3 = time = [270, 329]
trigger4 = time = [390, 449]
trigger5 = time = [510, 569]
x = 0.1

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1357]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9010

[State 1357]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1357]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1357]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1357

[State 1357]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = Pos y > -50
trigger4 = parent,var(35) = 1
trigger5 = time >= 350
trigger6 = parent,movetype = H
trigger6 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;光球２
[Statedef 1358]
type = A
movetype = A
physics = N
anim = 1310
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1358]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1358]
type = Explod
trigger1 = time = 0
anim = 1305
ID = 2010
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 1358]
type = null;PosAdd
trigger1 = time = 0
y = 10

[State 1358]
type = VelSet
trigger1 = time = 0
y = 0.6

[State 1358]
type = VelAdd
trigger1 = time = [0, 29]
trigger2 = time = [90, 149]
trigger3 = time = [210, 269]
trigger4 = time = [330, 389]
trigger5 = time = [450, 509]
trigger6 = time = [570, 629]
x = 0.1

[State 1358]
type = VelAdd
trigger1 = time = [30, 89]
trigger2 = time = [150, 209]
trigger3 = time = [270, 329]
trigger4 = time = [390, 449]
trigger5 = time = [510, 569]
x = -0.1

[state Score Add]
type = ParentVaradd
trigger1 = Movehit
FV = 30
Value = 10
persistent = 0

[State 1358]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = 0,5
hitflag = MAF
guardflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S1300, 4
guardsound = S120, 0
ground.type = Low
ground.velocity = -6,-10
air.velocity = -6,-10
airguard.velocity = -6,-5
ground.slidetime = 25
ground.hittime = 25
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9010

[State 1358]
type = ParentVarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 1358]
type = ParentVarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 1358]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1358

[State 1358]
type = ChangeState
triggerall = command != "Pinch_a"
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
trigger3 = Pos y > -50
trigger4 = parent,var(35) = 1
trigger5 = time >= 350
trigger6 = parent,movetype = H
trigger6 = parent,Stateno != [120,162]
value = 1320
ctrl = 0

;---------------------------------------------------------------------------
;弱そらアタック
[statedef 1400]
type = S
movetype = A
poweradd= 60
anim  = 1400
ctrl = 0
velset = 0

[State 1400]
type = VarSet
trigger1 = AnimElem = 6
v = 12
value = 1

[State 1400]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1400,0

[State 1400]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;中そらアタック
[statedef 1401]
type = S
movetype = A
poweradd= 60
anim  = 1400
ctrl = 0
velset = 0

[State 1401]
type = VarSet
trigger1 = AnimElem = 6
v = 12
value = 2

[State 1401]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1400,1

[State 1401]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強そらアタック
[statedef 1402]
type = S
movetype = A
poweradd= 60
anim  = 1400
ctrl = 0
velset = 0

[State 1402]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 1402]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 1402]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 1402]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 1402]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 1402]
type = VarSet
trigger1 = AnimElem = 6
v = 12
value = 3

[State 1402]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1400,2

[State 1402]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱草薙シ光ノ刃
[statedef 2000]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 2000
ctrl = 0
velset = 0

[State 2000]
type = Explod
trigger1 = animelem = 3
anim = 10000;7005
pos = -10,0
sprpriority = -1
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Sword Slash"
ID = 2000
stateno = 310600
pos = 0,-50
postype = p1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 2000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強草薙シ光ノ刃
[statedef 2001]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 2001
ctrl = 0
velset = 0

[State 2001]
type = VarAdd
triggerall = Var(44) != 3
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 2001]
type = VarAdd
triggerall = Var(44) != 3
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 2001]
type = VarSet
triggerall = Var(44) != 3
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 2001]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 2001]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 2001]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 2001]
type = Explod
trigger1 = animelem = 3
anim = 10000;7005
pos = -10,0
sprpriority = -1
ownpal = 1

[State 2001]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2000,0

[State 2001]
type = Explod
trigger1 = animelem = 3
anim = 2011
ID = 2011
sprpriority = 7
postype = p1
pos = 0,-60
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2001]
type = Explod
trigger1 = animelem = 3
anim = 2011
ID = 2011
sprpriority = 7
postype = p1
pos = 200,-60
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2001]
type = Explod
trigger1 = animelem = 3
anim = 2011
ID = 2011
sprpriority = 7
postype = p1
pos = -300,-60
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2001]
type = Explod
trigger1 = animelem = 3
anim = 2015
ID = 2011
sprpriority = 7
postype = p1
pos = -30,-30
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2001]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*60), 10
hitflag = MA
guardflag = MA
pausetime = 5,5
getpower = 60
sprpriority = 2
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-50
hitsound = S1100, 3
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
p2stateno = 2030
ground.velocity = -10,-2.5
air.velocity = -10,-2.5
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0

[State 2001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;やられ
[Statedef 2030]
type = A
movetype= H
physics = N

[State 2030]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 2030]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X >= 0
x = -10
y = -5

[State 2030]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X < 0
x = 10
y = -5

[State 2030]
type = VelAdd
trigger1 = time >= 0
y = 0.25

[State 2030]
type = ChangeAnim2
trigger1 = time = 0
value = 2030

[State 2030]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 5656

[State 2030]
type = SelfState
trigger1 = Pos Y > 0
value = 5110

;---------------------------------------------------------------------------
;弱・中空翔ケル二重ノ螺旋
[Statedef 2100]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 2100]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 14

[State 2100]
type = VelSet
trigger1 = animelem = 3
y = -4.5

[State 2100]
type = VelAdd
trigger1 = time >= 10
y = 0.3

[State 2100]
type = Explod
trigger1 = animelem = 2
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-80
ownpal = 1
ontop = 1
IgnoreHitPause = 0

[State 2100]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*30), 5
hitflag = MAF
guardflag = MA
pausetime = 5,5
getpower = 30
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-4
air.velocity = 0,-4
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0

[State 2100]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*40), 5
hitflag = MAF
guardflag = MA
pausetime = 5,5
getpower = 30
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -3,-4
air.velocity = -3,-4
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0

[State 2100]
type = PlaySnd
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 2100]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;強空翔ケル二重ノ螺旋
[Statedef 2101]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2101
velset = 0,0
sprpriority = 1
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)

[State 2101]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 2101]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 2101]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 2101]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 2101]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 2101]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 6

[State 2101]
type = VelSet
trigger1 = animelem = 3
y = -7.0

[State 2101]
type = Explod
trigger1 = animelem = 2
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-90
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2101]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*10), 5
hitflag = MAF
guardflag = MA
pausetime = 1,1
getpower = 10
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3,-4.5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2101]
type = PlaySnd
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 2101]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102

;---------------------------------------------------------------------------
;２発目
[Statedef 2102]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2102
sprpriority = 1

[State 2102]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 6

[State 2102]
type = Explod
trigger1 = animelem = 1
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-90
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2102]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*10), 5
hitflag = MAF
guardflag = MA
pausetime = 1,1
getpower = 10
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10.0
air.velocity = 0,-10.0
airguard.velocity = -3,-4.5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2102]
type = PlaySnd
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 2102]
type = ChangeState
trigger1 = AnimTime = 0
value = 2103

;---------------------------------------------------------------------------
;３発目
[Statedef 2103]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2102
sprpriority = 1

[State 2103]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 6

[State 2103]
type = Explod
trigger1 = animelem = 1
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-90
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2103]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*10), 5
hitflag = MAF
guardflag = MA
pausetime = 1,1
getpower = 10
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10.0
air.velocity = 0,-10.0
airguard.velocity = -3,-4.5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2103]
type = PlaySnd
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 2103]
type = ChangeState
trigger1 = AnimTime = 0
value = 2104

;---------------------------------------------------------------------------
;４発目
[Statedef 2104]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2102
sprpriority = 1

[State 2104]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 6

[State 2104]
type = Explod
trigger1 = animelem = 1
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-90
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2104]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*10), 5
hitflag = MAF
guardflag = MA
pausetime = 1,1
getpower = 10
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10.0
air.velocity = 0,-10.0
airguard.velocity = -3,-4.5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2104]
type = PlaySnd
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 2104]
type = ChangeState
trigger1 = AnimTime = 0
value = 2105

;---------------------------------------------------------------------------
;５発目
[Statedef 2105]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2102
sprpriority = 1

[State 2105]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 6

[State 2105]
type = Explod
trigger1 = animelem = 1
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-90
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2105]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*10), 5
hitflag = MAF
guardflag = MA
pausetime = 1,1
getpower = 10
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10.0
air.velocity = 0,-10.0
airguard.velocity = -3,-4.5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2105]
type = PlaySnd
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 2105]
type = ChangeState
trigger1 = AnimTime = 0
value = 2106

;---------------------------------------------------------------------------
;６発目
[Statedef 2106]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2102
sprpriority = 1

[State 2106]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 6

[State 2106]
type = Explod
trigger1 = animelem = 1
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-90
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2106]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*10), 5
hitflag = MAF
guardflag = MA
pausetime = 1,1
getpower = 10
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = 0,-10.0
air.velocity = 0,-10.0
airguard.velocity = -3,-4.5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2106]
type = PlaySnd
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 2106]
type = ChangeState
trigger1 = AnimTime = 0
value = 2107

;---------------------------------------------------------------------------
;７発目
[Statedef 2107]
type = A
physics = N
movetype = A
ctrl = 0
anim = 2103
sprpriority = 1

[State 2107]
type = Nothitby
Trigger1 = time = 0
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 6

[State 2100]
type = VelAdd
trigger1 = time >= 6
y = 0.3

[State 2107]
type = Explod
trigger1 = animelem = 1
anim = 2110
ID = 2110
sprpriority = 7
postype = p1
pos = -10,-100
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 2105]
type = PlaySnd
trigger1 = Movehit = 1
value = 2100,0
channel = 5
Persistent = 1

[State 2107]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = Floor(Fvar(0)*70), 5
hitflag = MAF
guardflag = MA
pausetime = 5,5
getpower = 30
sprpriority = 2
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0

[State 2107]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;弱・中天津鷹ノ弓
[statedef 2200]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 2200
ctrl = 0
velset = 0

[State 2200]
type = Helper
trigger1 = AnimElem = 7, = 9
helpertype = normal
name = "ya_1"
postype = p1
pos = 70,-55
stateno = 2210
id = 2210
keyctrl = 0
ownpal = 1
facing = 1

[State 2200]
type = Explod
trigger1 = AnimElem = 6
anim = 2220
id = 2220
pos = 20,-55
postype = p1
under = 1
sprpriority = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2200]
type = Explod
trigger1 = AnimElem = 7, = 9
anim = 2221
id = 2220
pos = 50,-50
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2200]
type = PlaySnd
trigger1 = AnimElem = 7, = 9
value = 2200,0

[State 2200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;矢
[Statedef 2210]
type = S
movetype = A
physics = N
anim = 2210
velset = 8,0
ctrl = 0
sprpriority = 2

[State 2210]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 2210]
type = VelAdd
trigger1 = Vel X > 4
x = -0.2

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 9090
trigger1 = p2movetype = H
var(48) = 1
ignorehitpause = 1

[State 2210]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*50),10
hitflag = MAP
guardflag = MA
pausetime = 0,40
guard.pausetime = 0,10
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
shadow = 0
sparkxy = -10,0
hitsound = S1300, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9090

;Elec

[State 2210]
type = Explod
trigger1 = Movehit = 1
trigger2 = MoveGuarded = 1
anim = 2211
id = 2211
vel = 4,0
pos = -10,-50
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2210]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2210

[State 2210]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100
trigger2 = Movehit = 1
trigger3 = MoveGuarded = 1

;---------------------------------------------------------------------------
;強天津鷹ノ弓
[statedef 2201]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 2200
ctrl = 0
velset = 0

[State 2201]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 2201]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 2201]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 2201]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 2201]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 2201]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 2201]
type = Helper
trigger1 = AnimElem = 7, = 9
helpertype = normal
name = "ya_1"
postype = p1
pos = 70,-50
stateno = 2225
id = 2225
keyctrl = 0
ownpal = 1
facing = 1

[State 2201]
type = Helper
trigger1 = AnimElem = 7, = 9
helpertype = normal
name = "ya_1"
postype = p1
pos = 70,-50
stateno = 2226
id = 2225
keyctrl = 0
ownpal = 1
facing = 1

[State 2201]
type = Helper
trigger1 = AnimElem = 7, = 9
helpertype = normal
name = "ya_1"
postype = p1
pos = 70,-50
stateno = 2227
id = 2225
keyctrl = 0
ownpal = 1
facing = 1

[State 2201]
type = Helper
trigger1 = AnimElem = 7, = 9
helpertype = normal
name = "ya_1"
postype = p1
pos = 70,-50
stateno = 2228
id = 2225
keyctrl = 0
ownpal = 1
facing = 1

[State 2201]
type = Helper
trigger1 = AnimElem = 7, = 9
helpertype = normal
name = "ya_1"
postype = p1
pos = 70,-50
stateno = 2229
id = 2225
keyctrl = 0
ownpal = 1
facing = 1

[State 2201]
type = Explod
trigger1 = AnimElem = 6
anim = 2220
id = 2220
pos = 20,-50
postype = p1
under = 1
sprpriority = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2201]
type = Explod
trigger1 = AnimElem = 7, = 9
anim = 2222
id = 2220
pos = 50,-50
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2201]
type = PlaySnd
trigger1 = AnimElem = 7, = 9
value = 2200,0

[State 2201]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;矢１
[Statedef 2225]
type = A
movetype = A
physics = N
anim = 2215
velset = -9,0
sprpriority = 7

[State 2225]
type = veladd
trigger1 = p2bodydist Y < 50
trigger1 = Vel Y >= -4
y = -0.1

[State 2225]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist Y > 50
trigger1 = Vel Y <= 4
y = 0.1

[State 2225]
type = veladd
trigger1 = 1
x = 0.2

[State 2225]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2225]
type = Explod
trigger1 = timemod = 2,0
anim = 2216
ID = 2216
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
ontop = 1

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 9090
trigger1 = p2movetype = H
var(48) = 1
ignorehitpause = 1

[State 2225]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*20),5
hitflag = MAFP
guardflag = MA
pausetime = 0,40
guard.pausetime = 0,10
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
shadow = 0
sparkxy = -10,0
hitsound = S1300, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9090

[State 2225]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2225

[State 2225]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100
trigger2 = Movehit = 1
trigger3 = MoveGuarded = 1

;矢２
[Statedef 2226]
type = A
movetype = A
physics = N
anim = 2215
velset = -8,2
sprpriority = 7

[State 2226]
type = veladd
trigger1 = p2bodydist Y < 50
trigger1 = Vel Y >= -4
y = -0.1

[State 2226]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist Y > 50
trigger1 = Vel Y <= 4
y = 0.1

[State 2226]
type = veladd
trigger1 = 1
x = 0.2

[State 2226]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2225]
type = Explod
trigger1 = timemod = 2,0
anim = 2216
ID = 2216
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
ontop = 1

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 9090
trigger1 = p2movetype = H
var(48) = 1
ignorehitpause = 1

[State 2226]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*20),5
hitflag = MAFP
guardflag = MA
pausetime = 0,40
guard.pausetime = 0,10
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
shadow = 0
sparkxy = -10,0
hitsound = S1300, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9090

[State 2226]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2226

[State 2226]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100
trigger2 = Movehit = 1
trigger3 = MoveGuarded = 1

;矢３
[Statedef 2227]
type = A
movetype = A
physics = N
anim = 2215
velset = -8,-2
sprpriority = 7

[State 2227]
type = veladd
trigger1 = p2bodydist Y < 50
trigger1 = Vel Y >= -4
y = -0.1

[State 2227]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist Y > 50
trigger1 = Vel Y <= 4
y = 0.1

[State 2227]
type = veladd
trigger1 = 1
x = 0.2

[State 2227]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2227]
type = Explod
trigger1 = timemod = 2,0
anim = 2216
ID = 2216
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
ontop = 1

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 9090
trigger1 = p2movetype = H
var(48) = 1
ignorehitpause = 1

[State 2227]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*20),5
hitflag = MAFP
guardflag = MA
pausetime = 0,40
guard.pausetime = 0,10
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
shadow = 0
sparkxy = -10,0
hitsound = S1300, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9090

[State 2227]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2227

[State 2227]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100
trigger2 = Movehit = 1
trigger3 = MoveGuarded = 1

;矢４
[Statedef 2228]
type = A
movetype = A
physics = N
anim = 2215
velset = -6,4
sprpriority = 7

[State 2228]
type = veladd
trigger1 = p2bodydist Y < 50
trigger1 = Vel Y >= -4
y = -0.1

[State 2228]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist Y > 50
trigger1 = Vel Y <= 4
y = 0.1

[State 2228]
type = veladd
trigger1 = 1
x = 0.2

[State 2228]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2228]
type = Explod
trigger1 = timemod = 2,0
anim = 2216
ID = 2216
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
ontop = 1

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 9090
trigger1 = p2movetype = H
var(48) = 1
ignorehitpause = 1

[State 2228]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*20),5
hitflag = MAFP
guardflag = MA
pausetime = 0,40
guard.pausetime = 0,10
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
shadow = 0
sparkxy = -10,0
hitsound = S1300, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9090

[State 2228]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2228

[State 2228]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100
trigger2 = Movehit = 1
trigger3 = MoveGuarded = 1

;矢５
[Statedef 2229]
type = A
movetype = A
physics = N
anim = 2215
velset = -6,-4
sprpriority = 7

[State 2229]
type = veladd
trigger1 = p2bodydist Y < 50
trigger1 = Vel Y >= -4
y = -0.1

[State 2229]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist Y > 50
trigger1 = Vel Y <= 4
y = 0.1

[State 2229]
type = veladd
trigger1 = 1
x = 0.2

[State 2229]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2229]
type = Explod
trigger1 = timemod = 2,0
anim = 2216
ID = 2216
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
ontop = 1

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 9090
trigger1 = p2movetype = H
var(48) = 1
ignorehitpause = 1

[State 2229]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*20),5
hitflag = MAFP
guardflag = MA
pausetime = 0,40
guard.pausetime = 0,10
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
shadow = 0
sparkxy = -10,0
hitsound = S1300, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9090

[State 2229]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2229

[State 2229]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100
trigger2 = Movehit = 1
trigger3 = MoveGuarded = 1

;---------------------------------------------------------------------------
;弱天ヲ仰グ月ノ石
[statedef 2300]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 2300
ctrl = 0
velset = 0

[State 2300]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "ishi_1"
postype = p1
pos = 80,0
stateno = 2310
id = 2310
keyctrl = 0
ownpal = 1
facing = 1

[State 2300]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;石
[Statedef 2310]
type = S
movetype = A
physics = N
anim = 2310
velset = 0,0
ctrl = 0
sprpriority = 2

[State 2310]
type = PlaySnd
trigger1 = Parent,var(44) != 3
trigger1 = AnimElem = 1
channel = 3
value = 2300,0

[State 2310]
type = PlaySnd
trigger1 = Parent,var(44) = 3
trigger1 = AnimElem = 1
channel = 3
value = 2300,1

[State 2310]
type = EnvShake
trigger1 = AnimElem = 1
time = 16
ampl = 6

[State 2310]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = Floor(Root,Fvar(0)*50),10
hitflag = MAP
guardflag = MA
pausetime = 5,5
sprpriority = 2
priority = 9999
sparkno = S7008
guard.sparkno = S7007
sparkxy = -20,-50
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-10
air.velocity = -2,-10
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2310]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2310

[State 2310]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;中天ヲ仰グ月ノ石
[statedef 2301]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 2300
ctrl = 0
velset = 0

[State 2301]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "ishi_1"
postype = p1
pos = 160,0
stateno = 2310
id = 2310
keyctrl = 0
ownpal = 1
facing = 1

[State 2301]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強天ヲ仰グ月ノ石
[statedef 2302]
type = S
movetype = A
poweradd = ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 2300
ctrl = 0
velset = 0

[State 2302]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "ishi_1"
postype = p1
pos = 240,0
stateno = 2310
id = 2310
keyctrl = 0
ownpal = 1
facing = 1

[State 2302]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱がおがおファイアー
[statedef 3000]
type = S
movetype = A
anim  = 3000
ctrl = 0
velset = 0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31010
ID = 31010
ignorehitpause = 1

[State 3000]
type = poweradd
trigger1 = AnimElem = 5
value = -1000

[State 3000]
type = Envcolor
trigger1 = AnimElem = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000]
type = superpause
trigger1 = AnimElem = 5
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,3

[State 3000]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "gao_1"
postype = p1
pos = 45,0
stateno = 3010
id = 3010
keyctrl = 0
ownpal = 1
facing = 1
SuperMove = 1
SuperMovetime = 9999

[State 3000]
type = changestate
trigger1 = time >= 100
value = 3005

;がおがおファイアー終了
[Statedef 3005]
type = U
movetype = A
anim  = 3005
ctrl = 0
velset = 0

[State 3005]
type = changestate
trigger1 = animtime = 0
value = Ifelse(Statetype != A,0,50)
ctrl = 1

;ステゴ
[Statedef 3010]
type = S
movetype = A
physics = N
anim = 3010
velset = 0,0
ctrl = 0
sprpriority = 2

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = Helper(32500),MoveHit
var(48) = 1
ignorehitpause = 1
persistent = 0

[State 3010]
type = Helper
trigger1 = time >= 30
trigger1 = time%3 = 0
trigger1 = time <= 92
helpertype = normal
name = "GaoGaoFire_1"
ID = 32500
stateno = 32500
pos = 35,-5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3010]
type = changestate
trigger1 = parent,movetype = H
trigger2 = animtime = 0
value = 3015

;恐竜消滅
[Statedef 3015]
type = S
movetype = I
physics = N
anim = 3015
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3015]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;中がおがおファイアー
[statedef 3001]
type = S
movetype = A
anim  = 3000
ctrl = 0
velset = 0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "HyperCombo_Lv2"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31013
ID = 31010
ignorehitpause = 1

[State 3001]
type = changestate
Triggerall = Var(44) != 3
trigger1 = time = 0
trigger1 = power < 2000
value = 3000

[State 3001]
type = poweradd
Triggerall = Var(44) != 3
trigger1 = AnimElem = 5
value = -2000

[State 3001]
type = Envcolor
trigger1 = AnimElem = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3001]
type = superpause
trigger1 = AnimElem = 5
time = 30
anim = s7015
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3001]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,1

[State 3001]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "gao_2"
postype = p1
pos = 40,-65
stateno = 3011
id = 3011
keyctrl = 0
ownpal = 1
facing = 1
SuperMove = 1
SuperMovetime = 9999

[State 3001]
type = PlaySnd
trigger1 = ProjHit(3001) = 1
value = 420,1
channel = 5
Persistent = 1

[State 3001]
type = changestate
trigger1 = time >= 110
value = 3005

;プテラ
[Statedef 3011]
type = S
movetype = A
physics = N
anim = 3011
velset = 0,0
ctrl = 0
sprpriority = 2

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = Helper(32500),MoveHit
var(48) = 1
ignorehitpause = 1
persistent = 0

[State 3011]
type = Helper
trigger1 = time >= 32
trigger1 = time <= 100
trigger1 = time%3 = 0
helpertype = normal
name = "GaoGaoFire_2"
ID = 32500
stateno = 32510
pos = 35,-10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3011]
type = changestate
trigger1 = parent,movetype = H
trigger2 = animtime = 0
value = 3015

;---------------------------------------------------------------------------
;強がおがおファイアー
[statedef 3002]
type = S
movetype = A
anim  = 3000
ctrl = 0
velset = 0

[State HYPER COMBO]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31014
ID = 31010
ignorehitpause = 1

[State 3002]
type = changestate
triggerall = time = 0
trigger1 = power = [2000,2999]
value = 3001

[State 3002]
type = changestate
trigger1 = time = 0
trigger1 = power = [1000,1999]
value = 3000

[State 3002]
type = poweradd
trigger1 = AnimElem = 5
value = -3000

[State 3002]
type = Envcolor
trigger1 = AnimElem = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 3002]
type = superpause
trigger1 = AnimElem = 5
time = 30
anim = s7016
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3002]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,4

[State 3002]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,2

[State 3002]
type = BGPalfx
trigger1 = AnimElem = 5
persistent = 1
invertall = 1
ignorehitpause = 1
time = 160
color = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3002]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "gao_3"
postype = p1
pos = -80,275
stateno = 3012
id = 3012
keyctrl = 0
ownpal = 1
facing = 1
SuperMove = 1
SuperMovetime = 9999

;[State 3002]
;type = Projectile
;trigger1 = time = 18
;trigger2 = time = 21
;trigger3 = time = 24
;trigger4 = time = 27
;trigger5 = time = 30
;trigger6 = time = 33
;trigger7 = time = 36
;trigger8 = time = 39
;trigger9 = time = 42
;trigger10 = time = 45
;trigger11 = time = 48
;trigger12 = time = 51
;trigger13 = time = 54
;trigger14 = time = 57
;trigger15 = time = 60
;trigger16 = time = 63
;trigger17 = time = 66
;trigger18 = time = 69
;trigger19 = time = 72
;trigger20 = time = 75
;trigger21 = time = 78
;trigger22 = time = 81
;trigger23 = time = 84
;trigger24 = time = 87
;trigger25 = time = 90
;trigger26 = time = 93
;trigger27 = time = 96
;trigger28 = time = 99
;trigger29 = time = 102
;trigger30 = time = 105
;trigger31 = time = 108
;trigger32 = time = 111
;projID = 3002
;projanim = 3021
;projremove = 0
;projremovetime = 54
;projheightbound = -500,500
;postype = p1
;velocity = 8,8-(0.5*(var(16)))+(var(17))
;offset = -40,-120
;attr = S, HA
;animtype  = Hard
;damage    = 15,2
;hitflag = MAFP
;guardflag = MA
;pausetime = 0,1
;sprpriority = 2
;priority = 9999
;sparkno = S8099
;guard.sparkno = S7007
;sparkxy = 30,-10
;hitsound = S9999, 0
;guardsound = S120, 0
;ground.type = High
;ground.slidetime = 1
;ground.hittime = 18
;ground.velocity = -1,-3
;air.velocity = -1,-3
;airguard.velocity = -2,-4
;guard.velocity = -2
;sprpriority = 2
;fall = 1
;fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff    = 0
;guard.cornerpush.veloff  = 0
;airguard.cornerpush.veloff= 0
;palfx.time = 50
;palfx.mul = 250,100,0
;palfx.sinadd = 103,110,128,10
;palfx.add = 128,128,128
;getpower = 0,0
;hitonce = 0

[State 3002]
type = changestate
trigger1 = time >= 150
value = 3005

;首長登場
[Statedef 3012]
type = S
movetype = A
physics = N
anim = 3012
velset = 0,0
ctrl = 0
sprpriority = 7

[State 3012]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3012]
type = VelSet
trigger1 = time = 10
y = -15

[State 3012]
type = VelAdd
trigger1 = time >= 10
y = 0.5

[State 3012]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = time > 10
value = 3013

;首長攻撃
[Statedef 3013]
type = S
movetype = A
physics = N
anim = 3013
velset = 0,0
ctrl = 0
sprpriority = 7

[State 3013]
type = VarSet
trigger1 = time = 0
v = 16
value = 0

[State 3013]
type = VarAdd
trigger1 = time >= 1;5
trigger1 = Gametime%4 = 0
v = 16
value = 1

[State 3013]
type = VarRandom
trigger1 = time >= 0
v = 17
range = -1, 1

[State 3013]
type = Helper
trigger1 = time%3 = 0
trigger1 = time < 96
helpertype = normal
name = "GaoGaoFire_3"
ID = 32500
stateno = 32520
pos = 45,-180
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3013]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3013]
type = VelSet
trigger1 = time = 0
y = 0

[State 3013]
type = changestate
trigger1 = time >= 100
trigger2 = parent,movetype = H
value = 3014

;首長消滅
[Statedef 3014]
type = S
movetype = A
physics = N
anim = 3014
velset = 0,0
ctrl = 0
sprpriority = 7

[State 3014]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3014]
type = VelSet
trigger1 = time = 50
y = 16

[State 3014]
type = destroyself
trigger1 = Pos Y >= 290

;---------------------------------------------------------------------------
;弱観鈴ちんピンチ
[Statedef 3100]
type    = S
movetype= A
physics = S 
ctrl = 0
velset = 0,0
anim = 3100
sprpriority = -5

[State 3100, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31010
ID = 31010
ignorehitpause = 1

[State 3100]
type = poweradd
trigger1 = AnimElem = 1
value = -1000

[State 3100]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3100]
type = superpause
trigger1 = AnimElem = 1
time = 30
anim = s7014
pos = 0, -50
movetime = 25
darken = 0
SprPriority = -5

[State 3100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,3

[State 3100]
type = HitBy
trigger1 = Time = [0,75]
value = SCA, NP, SP, HP

[State 3100]
type = VarRandom
trigger1 = time = 0
v = 19
range = 1, 3

[State 3100]
type = VarRandom
trigger1 = time = 0
v = 20
range = 1, 3

[State 3100]
type = VarSet
trigger1 = time = 1
v = 21
value = 6 - (var(19)) - (var(20))

[State 3100]
type = ReversalDef
trigger1 = AnimElem = 7
attr = S, NA
reversal.attr = SCA, NT, ST, HT, NA, SA, HA
sparkno = S8099
sparkxy = -10,-10
pausetime = 50,60
hitsound = S120, 0
p1stateno = 3101
sprpriority = -2

[State 3100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;弱観鈴ちんピンチ（攻撃）
[Statedef 3101]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3101
sprpriority = -5

[State 3101]
type = assertspecial
trigger1 = time = [0,25]
flag = noshadow

[State 3101]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Hard
damage    = 110
hitflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S7020
guard.sparkno = S7007
sparkxy = -10,-60
hitsound = S2100, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -10,-10
air.velocity = -10,-10
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
getpower = 0,0
p2stateno = 32000

[State 3101]
type = VarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 3101]
type = VarAdd
trigger1 = Movehit = 1
v = 34
value = 1

[State 3101]
type = Posset
trigger1 = time = 50
y = 40

[State 3101]
type = PlaySnd
trigger1 = time = 50
value = 3100,1

[State 3101]
type = Velset
trigger1 = time = 50
y = -13

[State 3101]
type = VelAdd
trigger1 = time >= 50
y = 0.45

[State 3101]
type = Explod
trigger1 = Time = 40
anim = 3110
id = 3110
pos = 0,0
postype = p1
sprpriority = 7

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3101]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = time >= 65
value = 50

;---------------------------------------------------------------------------
;中観鈴ちんピンチ
[Statedef 3102]
type    = S
movetype= A
physics = S 
ctrl = 0
velset = 0,0
anim = 3100
sprpriority = -5

[State HYPER COMBO]
type = Helper
trigger1 = Power >= 2000
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv2"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31013
ID = 31013
ignorehitpause = 1

[State 3102]
type = changestate
trigger1 = time = 0
trigger1 = power < 2000
value = 3100

[State 3102]
type = poweradd
trigger1 = AnimElem = 1
value = -2000

[State 3102]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3102]
type = superpause
trigger1 = AnimElem = 1
time = 30
anim = s7015
pos = 0, -50
movetime = 25
darken = 0
SprPriority = -5

[State 3102]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,1

[State 3102]
type = HitBy
trigger1 = Time = [0,75]
value = SCA, NP, SP, HP

[State 3102]
type = VarRandom
trigger1 = time = 0
v = 19
range = 1, 3

[State 3102]
type = VarRandom
trigger1 = time = 0
v = 20
range = 1, 3

[State 3102]
type = VarSet
trigger1 = time = 1
v = 21
value = 6 - (var(19)) - (var(20))

[State 3102]
type = ReversalDef
trigger1 = AnimElem = 7
attr = S, NA
reversal.attr = SCA, NT, ST, HT, NA, SA, HA
sparkno = S8099
sparkxy = -10,-10
pausetime = 50,60
hitsound = S120, 0
p1stateno = 3103
sprpriority = -2

[State 3102]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中観鈴ちんピンチ（攻撃）
[Statedef 3103]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3101
sprpriority = -5

[State 3103]
type = assertspecial
trigger1 = time = [0,25]
flag = noshadow

[State 3103]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Hard
damage    = 110
hitflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S7020
guard.sparkno = S7007
sparkxy = -10,-60
hitsound = S2100, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -10,-10
air.velocity = -10,-10
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
getpower = 0,0
p2stateno = 32000

[State 3103]
type = VarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 3103]
type = VarAdd
trigger1 = Movehit = 1
v = 34
value = 3

[State 3103]
type = Posset
trigger1 = time = 50
y = 40

[State 3103]
type = PlaySnd
trigger1 = time = 50
value = 3100,1

[State 3103]
type = Velset
trigger1 = time = 50
y = -13

[State 3103]
type = VelAdd
trigger1 = time >= 50
y = 0.45

[State 3103]
type = Explod
trigger1 = Time = 40
anim = 3110
id = 3110
pos = 0,0
postype = p1
sprpriority = 7

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3103]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = time >= 65
value = 50

;---------------------------------------------------------------------------
;強観鈴ちんピンチ
[Statedef 3104]
type    = S
movetype= A
physics = S 
ctrl = 0
velset = 0,0
anim = 3100
sprpriority = -5

[State HYPER COMBO]
type = Helper
trigger1 = Power >= 3000
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31014
ID = 31014
ignorehitpause = 1

[State 3104]
type = changestate
triggerall = Var(44) != 3
trigger1 = time = 0
trigger1 = power = [2000,2999]
value = 3102

[State 3104]
type = changestate
triggerall = Var(44) != 3
trigger1 = time = 0
trigger1 = power = [1000,1999]
value = 3100

[State 3104]
type = poweradd
triggerall = Var(44) != 3
trigger1 = AnimElem = 1
value = -3000

[State 3104]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 3104]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = s7016
pos = 0, -50
movetime = 25
darken = 0
SprPriority = -5

[State 3104]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3104]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,2

[State 3104]
type = BGPalfx
trigger1 = AnimElem = 1
persistent = 1
invertall = 1
ignorehitpause = 1
time = 130
color = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3104]
type = HitBy
trigger1 = Time = [0,75]
value = SCA, NP, SP, HP

[State 3104]
type = VarRandom
trigger1 = time = 0
v = 19
range = 1, 3

[State 3104]
type = VarRandom
trigger1 = time = 0
v = 20
range = 1, 3

[State 3104]
type = VarSet
trigger1 = time = 1
v = 21
value = 6 - (var(19)) - (var(20))

[State 3104]
type = ReversalDef
trigger1 = AnimElem = 7
attr = S, NA
reversal.attr = SCA, NT, ST, HT, NA, SA, HA
sparkno = S8099
sparkxy = -10,-10
pausetime = 50,60
hitsound = S120, 0
p1stateno = 3105
sprpriority = -2

[State 3104]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;強観鈴ちんピンチ（攻撃）
[Statedef 3105]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3101
sprpriority = -5

[State 3105]
type = assertspecial
trigger1 = time = [00,25]
flag = noshadow

[State 3105]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Hard
damage    = 110
hitflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = S7020
guard.sparkno = S7007
sparkxy = -10,-60
hitsound = S2100, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -10,-10
air.velocity = -10,-10
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
getpower = 0,0
p2stateno = 32000

[State 3105]
type = VarSet
trigger1 = Movehit = 1
v = 11
value = 960

[State 3105]
type = VarAdd
trigger1 = Movehit = 1
v = 34
value = 5

[State 3105]
type = Posset
trigger1 = time = 50
y = 40

[State 3105]
type = PlaySnd
trigger1 = time = 50
value = 3100,1

[State 3105]
type = Velset
trigger1 = time = 50
y = -13

[State 3105]
type = VelAdd
trigger1 = time >= 50
y = 0.45

[State 3105]
type = Explod
trigger1 = Time = 40
anim = 3110
id = 3110
pos = 0,0
postype = p1
sprpriority = 7

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 3105]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = time >= 65
value = 50

;---------------------------------------------------------------------------
;どろり玉（大）
[Statedef 3120]
type = S
movetype = I
physics = N
anim = 3120
velset = 0,0
ctrl = 0

[State 3120]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3120]
type = VarRandom
trigger1 = time = 0
v = 22
range = -5, 5

[State 3120]
type = VarRandom
trigger1 = time = 0
v = 23
range = -16, -6

[State 3120]
type = VarRandom
trigger1 = time = 0
v = 24
range = 1, 5

[State 3120]
type = VarRandom
trigger1 = time = 0
v = 25
range = 1, 5

[State 3120]
type = VelSet
trigger1 = time = 1
x = var(22)
y = var(23)

[State 3120]
type = VelAdd
trigger1 = time >= 1
y = 0.45

[State 3120]
type = PlaySnd
trigger1 = Pos y > 0
value = 3100,0

[State 3120]
type = Explod
trigger1 = Pos y > 0
anim = 3125
id = 3125
vel = var(24),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3120]
type = Explod
trigger1 = Pos y > 0
anim = 3125
id = 3125
vel = -(var(24)),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3120]
type = Explod
trigger1 = Pos y > 0
anim = 3126
id = 3125
vel = var(25),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3120]
type = Explod
trigger1 = Pos y > 0
anim = 3126
id = 3125
vel = -(var(25)),-5
accel = 0,-0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3120]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;どろり玉（中）
[Statedef 3121]
type = S
movetype = I
physics = N
anim = 3121
velset = 0,0
ctrl = 0

[State 3121]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3121]
type = VarRandom
trigger1 = time = 0
v = 26
range = -5, 5

[State 3121]
type = VarRandom
trigger1 = time = 0
v = 27
range = -16, -8

[State 3121]
type = VarRandom
trigger1 = time = 0
v = 28
range = 1, 5

[State 3121]
type = VarRandom
trigger1 = time = 0
v = 29
range = 1, 5

[State 3120]
type = VelSet
trigger1 = time = 1
x = var(26)
y = var(27)

[State 3121]
type = VelAdd
trigger1 = time >= 1
y = 0.45

[State 3121]
type = Explod
trigger1 = Pos y > 0
anim = 3125
id = 3125
vel = -(var(28)),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3121]
type = Explod
trigger1 = Pos y > 0
anim = 3126
id = 3125
vel = var(29),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3121]
type = Explod
trigger1 = Pos y > 0
anim = 3126
id = 3125
vel = -(var(29)),-5
accel = 0,-0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3121]
type = PlaySnd
trigger1 = Pos y > 0
value = 3100,0

[State 3121]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;どろり玉（小）
[Statedef 3122]
type = S
movetype = A
physics = N
anim = 3122
velset = 0,0
ctrl = 0

[State 3122]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3122]
type = VarRandom
trigger1 = time = 0
v = 30
range = -5, 5

[State 3122]
type = VarRandom
trigger1 = time = 0
v = 31
range = -16, -6

[State 3122]
type = VarRandom
trigger1 = time = 0
v = 32
range = 1, 5

[State 3122]
type = VarRandom
trigger1 = time = 0
v = 33
range = 1, 5

[State 3122]
type = VelSet
trigger1 = time = 1
x = var(30)
y = var(31)

[State 3122]
type = VelAdd
trigger1 = time >= 1
y = 0.45

[State 3122]
type = Explod
trigger1 = Pos y > 0
anim = 3126
id = 3125
vel = var(32),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3122]
type = Explod
trigger1 = Pos y > 0
anim = 3126
id = 3125
vel = -(var(32)),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3122]
type = Explod
trigger1 = Pos y > 0
anim = 3126
id = 3125
vel = var(33),-5
accel = 0,0.3
pos = 0,0
postype = p1
removetime = 40
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3122]
type = PlaySnd
trigger1 = Pos y > 0
value = 3100,0

[State 3122]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;---------------------------------------------------------------------------
;弱縁
[statedef 3200]
type = S
movetype = A
anim  = 3200
ctrl = 0
velset = 0

[State 3200]
type = poweradd
trigger1 = AnimElem = 1
value = -1000

[State 3200]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3200]
type = superpause
trigger1 = AnimElem = 1
time = 30
anim = s7014
pos = 0, -50
movetime = 13
darken = 0
SprPriority = -5

[State 3200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,3

[State 3200]
type = VarAdd
trigger1 = AnimElem = 10
trigger1 = var(36) < 3
v = 36
value = 1

[State 3200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;中縁
[statedef 3201]
type = S
movetype = A
anim  = 3200
ctrl = 0
velset = 0

[State 3201]
type = changestate
trigger1 = time = 0
trigger1 = power < 2000
value = 3200

[State 3201]
type = poweradd
trigger1 = AnimElem = 1
value = -2000

[State 3201]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3201]
type = superpause
trigger1 = AnimElem = 1
time = 30
anim = s7015
pos = 0, -50
movetime = 13
darken = 0
SprPriority = -5

[State 3201]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,1

[State 3201]
type = VarAdd
trigger1 = AnimElem = 10
v = 36
value = 2

[State 3201]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強縁
[statedef 3202]
type = S
movetype = A
anim  = 3200
ctrl = 0
velset = 0

[State 3202]
type = changestate
trigger1 = time = 0
trigger1 = power = [2000,2999]
value = 3201

[State 3202]
type = changestate
trigger1 = time = 0
trigger1 = power = [1000,1999]
value = 3200

[State 3202]
type = poweradd
trigger1 = AnimElem = 1
value = -3000

[State 3202]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 3202]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = s7016
pos = 0, -50
movetime = 13
darken = 0
SprPriority = -5

[State 3202]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3202]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,2

[State 3202]
type = BGPalfx
trigger1 = AnimElem = 1
persistent = 1
invertall = 1
ignorehitpause = 1
time = 90
color = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3202]
type = VarSet
trigger1 = AnimElem = 10
v = 36
value = 3

[State 3202]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱往人召還
[statedef 3230]
type = S
movetype = A
anim  = 1400
ctrl = 0
velset = 0

[State 3230]
type = superpause
trigger1 = AnimElem = 1
time = 50
anim = s7014
pos = 0, -50
movetime = 9
darken = 0
SprPriority = -5

[State 3230, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20,3

[State 3230]
type = VarSet
trigger1 = AnimElem = 1
v = 12
value = 4

[State 3230]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 50
under = 1
supermove = 1

[State 3230]
type = VarAdd
trigger1 = AnimElem = 1
v = 36
value = -1

[State 3230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;中往人召還
[statedef 3231]
type = S
movetype = A
anim  = 1400
ctrl = 0
velset = 0

[State 3231]
type = superpause
trigger1 = AnimElem = 1
time = 50
anim = s7014
pos = 0, -50
movetime = 9
darken = 0
SprPriority = -5
endcmdbuftime = 50

[State 3231, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20,3

[State 3231]
type = VarSet
trigger1 = AnimElem = 1
v = 12
value = 5

[State 3231]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 50
under = 1
supermove = 1

[State 3231]
type = VarAdd
trigger1 = AnimElem = 1
v = 36
value = -1

[State 3231]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強往人召還
[statedef 3232]
type = S
movetype = A
anim  = 1400
ctrl = 0
velset = 0

[State 3232]
type = superpause
trigger1 = AnimElem = 1
time = 50
anim = s7014
pos = 0, -50
movetime = 9
darken = 0
SprPriority = -5

[State 3232, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S20,3

[State 3232]
type = VarSet
trigger1 = AnimElem = 1
v = 12
value = 6

[State 3232]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 50
under = 1
supermove = 1

[State 3232]
type = VarAdd
trigger1 = AnimElem = 1
v = 36
value = -1

[State 3232]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;母の詩発動
[Statedef 3300]
type    = S
movetype= I
physics = N
anim = 3300
ctrl = 0
velset = 0

[State 3300]
type = Explod
trigger1 = AnimElem = 1
anim = 3315
id = 3315
pos = 0,-50
postype = p1
sprpriority = 7
bindtime = -1
pausemovetime =999999999
supermovetime =999999999

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

[State 3300]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 3300]
type = poweradd
trigger1 = AnimElem = 13
value = -3000

[State 3300]
type = Envcolor
trigger1 = AnimElem = 13
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 120
under = 1
supermove = 1

[State 3300]
type = superpause
trigger1 = AnimElem = 13
time = 120
anim = s7016
pos = 0, -50
movetime = 120
darken = 0
SprPriority = -5

[State 3300]
type = Explod
trigger1 = AnimElem = 13
anim = 7017
id = 7017
pos = 0,-50
postype = p1
sprpriority = -5
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3300]
type = PlaySnd
trigger1 = AnimElem = 13
value = 20,4

[State 3300]
type = PlaySnd
trigger1 = AnimElem = 13
value = 20,2

[State 3300]
type = PlaySnd
trigger1 = AnimElem = 13
value = 3300,0
channel = 5

[State 3300]
type = Explod
trigger1 = AnimElem = 12
anim = 3316
id = 3316
pos = 0,-50
postype = p1
sprpriority = -1
bindtime = -1
pausemovetime =999999999
supermovetime =999999999

[State 3300]
type = Velset
trigger1 = AnimElem = 16
y = -0.3

[State 3300]
type = AllPalfx
trigger1 = time = 90
sinadd = 256, 256, 256, 120
time = 60

[State 3300]
type = Explod
trigger1 = time = 120
anim = 3317
id = 3317
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3300]
type = ChangeState
trigger1 = time = 150
value = 3301

;母の詩着地
[Statedef 3301]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3301

[State 3301]
type = Pause
trigger1 = time = 0
time = 120
movetime = 120

[State 3301]
type = varset
trigger1 = Time = 0
v = 37
value = 1

[State 3301]
type = AllPalfx
trigger1 = time = 0
sinadd = 256, 256, 256, 200
time = 100

[State 3301]
type = Explod
trigger1 = time = 0
anim = 3317
id = 3318
pos = 0,0
postype = left
sprpriority = -1
under = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3301]
type = removeexplod
trigger1 = time = 50
ID = 3317

[State 3301]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = unguardable

[State 3301]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 3301]
type = Velset
trigger1 = time = 0
y = 0.3

[State 3301]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3302

;母の詩移動
[Statedef 3302]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3302
velset = 0,0

[State 3302]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = unguardable

[State 3302]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 3302]
type = Pause
trigger1 = time = 0
time = 248
movetime = 248

[State 3302]
type = Posset
trigger1 = time = 0
y = 0

[State 3302]
type = Posadd
trigger1 = AnimElem = 7
x = 4

[State 3302]
type = Posadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 26
x = 12

[State 3302]
type = Posadd
trigger1 = AnimElem = 14
x = 9

[State 3302]
type = Posadd
trigger1 = AnimElem = 15
x = 8

[State 3302]
type = Posadd
trigger1 = AnimElem = 15
x = 5

[State 3302]
type = Posadd
trigger1 = AnimElem = 21
x = 11

[State 3302]
type = Posadd
trigger1 = AnimElem = 22
x = 3

[State 3302]
type = Posadd
trigger1 = AnimElem = 23
x = 1

[State 3302]
type = Posadd
trigger1 = AnimElem = 24
x = 9

[State 3302]
type = Posadd
trigger1 = AnimElem = 25
x = 13

[State 3302]
type = Hitdef
trigger1 = P2Life > (enemy,lifemax/2)
trigger1 = AnimElem = 23
attr = S, HT
hitflag = M-	
priority = 1, Miss
sparkno = S8099
sparkxy = -10, -70
sprpriority = 1 
guard.dist = 0
p1stateno = 3320
p2stateno = 3330
hitsound   = S800,0

[State 3302]
type = Hitdef
trigger1 = P2Life < (enemy,lifemax/2)
trigger1 = AnimElem = 23
attr = S, HT
hitflag = M-	
priority = 1, Miss
sparkno = S8099
sparkxy = -10, -70
sprpriority = 1 
guard.dist = 0
p1stateno = 3325
p2stateno = 3330
hitsound   = S800,0

[State 3302]
type = varset
trigger1 = AnimElem = 25
v = 37
value = 0

[State 3302]
type = removeexplod
trigger1 = AnimElem = 25
ID = 3318

[State 3302]
type = StopSnd
trigger1 = AnimElem = 26
channel = 5

[State 3302]
type = Explod
trigger1 = AnimElem = 26
anim = 7004
id = 7004
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 0
supermove = 1
ignorehitpause = 1
pausemovetime = 20
supermovetime = 20

[State 3302]
type = PlaySnd
trigger1 = AnimElem = 26
value = S800,1

[State 3302]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120

;母の詩ヒット１
[Statedef 3320]
type    = S
movetype= A
physics = N
anim = 3320
sprpriority = 2

[State 3320]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nomusic

[State 3320]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow

[State 3320]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3320]
type = AllPalfx
trigger1 = time = 0
sinadd = 256, 256, 256, 120
time = 30

[State 3320]
type = Pause
trigger1 = time = 0
time = 1
movetime = 1

[State 3320]
type = Pause
trigger1 = time = 2
time = 640
movetime = 640

[State 3320]
type = Explod
trigger1 = time = 30
anim = 3317
id = 3317
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3320]
type = removeexplod
trigger1 = time = 110
ID = 3317

[State 3320]
type = AllPalfx
trigger1 = time = 30
sinadd = 256, 256, 256, 320
time = 160

[State 3320]
type = Explod
trigger1 = time = 110
anim = 3310
id = 3310
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime =999999999
supermovetime =999999999

[State 3320]
type = AllPalfx
trigger1 = time = 480
sinadd = 256, 256, 256, 320
time = 160

[State 3320]
type = removeexplod
trigger1 = time = 560
ID = 3310

[State 3320]
type = Explod
trigger1 = time = 560
anim = 3317
id = 3317
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3320]
type = AllPalfx
trigger1 = time = 560
sinadd = 256, 256, 256, 320
time = 160

[State 3320]
type = removeexplod
trigger1 = time = 640
ID = 3317

[State 3320]
type = removeexplod
trigger1 = time = 640
ID = 3318

[State 3320]
type = TargetLifeAdd
trigger1 = time = 640
value = -(target,lifemax/2)
absolute = 1

[State 3320]
type = varset
trigger1 = time = 640
v = 37
value = 0

[State 3320]
type = ChangeState
trigger1 = time = 760
value = 3321

;母の詩ヒット２
[Statedef 3325]
type    = S
movetype= A
physics = N
anim = 3320
sprpriority = 2

[State 3325]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nomusic

[State 3320]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow

[State 3325]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3325]
type = AllPalfx
trigger1 = time = 0
sinadd = 256, 256, 256, 120
time = 30

[State 3325]
type = Pause
trigger1 = time = 0
time = 1
movetime = 1

[State 3325]
type = Pause
trigger1 = time = 2
time = 1270
movetime = 1270

[State 3325]
type = Explod
trigger1 = time = 30
anim = 3317
id = 3317
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3325]
type = removeexplod
trigger1 = time = 110
ID = 3317

[State 3325]
type = AllPalfx
trigger1 = time = 30
sinadd = 256, 256, 256, 320
time = 160

[State 3320]
type = Explod
trigger1 = time = 110
anim = 3310
id = 3310
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime =999999999
supermovetime =999999999

[State 3325]
type = AllPalfx
trigger1 = time = 480
sinadd = 256, 256, 256, 320
time = 160

[State 3325]
type = removeexplod
trigger1 = time = 560
ID = 3310

[State 3325]
type = Explod
trigger1 = time = 560
anim = 3317
id = 3317
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3325]
type = AllPalfx
trigger1 = time = 560
sinadd = 256, 256, 256, 320
time = 80

[State 3325]
type = AllPalfx
trigger1 = time = 640
sinadd = 256, 256, 256, 200
time = 100

[State 3325]
type = removeexplod
trigger1 = time = 690
ID = 3317

[State 3320]
type = Explod
trigger1 = time = 690
anim = 3311
id = 3311
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3325]
type = AllPalfx
trigger1 = time = 770
sinadd = 256, 256, 256, 200
time = 50

[State 3325]
type = AllPalfx
trigger1 = time = 820
sinadd = 256, 256, 256, 320
time = 160

[State 3325]
type = Explod
trigger1 = time = 820
anim = 3317
id = 3317
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3325]
type = removeexplod
trigger1 = time = 900
ID = 3317

[State 3325]
type = AllPalfx
trigger1 = time = 1130
sinadd = 256, 256, 256, 320
time = 80

[State 3325]
type = AllPalfx
trigger1 = time = 1210
sinadd = 256, 256, 256, 320
time = 160

[State 3325]
type = Explod
trigger1 = time = 1210
anim = 3317
id = 3317
pos = 0,0
postype = left
sprpriority = 7
ontop = 1
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3325]
type = removeexplod
trigger1 = time = 1290
ID = 3317

[State 3325]
type = removeexplod
trigger1 = time = 1290
ID = 3318

[State 3325]
type = TargetLifeAdd
trigger1 = time = 1290
value = -(target,lifemax/2)
absolute = 1

[State 3325]
type = varset
trigger1 = time = 1290
v = 37
value = 0

[State 3325]
type = ChangeState
trigger1 = time = 1400
value = 3321

;母の詩終了
[Statedef 3321]
type = S
movetype = A
anim  = 3321
ctrl = 0
velset = 0

[State 3321]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;やられ
[Statedef 3330]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 3330]
type = ChangeAnim2
trigger1 = Time = 0
value = 3330

[State 3330]
type = Posset
trigger1 = Time = 2
y = 0

[State 3330]
type = SelfState
trigger1 = time = 30
trigger1 = life = 0
value = 5110

[State 3330]
type = SelfState
trigger1 = time = 160
trigger1 = life > 0
value = 5120

;---------------------------------------------------------------------------
;七ツ枝ノ宝剣
[statedef 3400]
type = S
movetype = A
anim  = 3400
ctrl = 0
velset = 0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31012
ID = 31012
ignorehitpause = 1

[State 3400]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 110

[State 3400]
type = poweradd
trigger1 = var(44) != 3
trigger1 = AnimElem = 1
value = -3000

[State 3400]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 3400]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = s7016
pos = 0, -50
movetime = 29
darken = 0
SprPriority = -5

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 11
value = 900,0

[State 3400]
type = Helper
trigger1 = AnimElem = 11
helpertype = normal
name = "ken"
postype = p1
pos = 30,0
stateno = 3410
id = 3410
keyctrl = 0
ownpal = 1
facing = 1
SuperMove = 1
SuperMovetime = 9999

[State 3400]
type = Helper
trigger1 = AnimElem = 11
helpertype = normal
name = "ken"
postype = p1
pos = -30,0
stateno = 3410
id = 3410
keyctrl = 0
ownpal = 1
facing = -1
SuperMove = 1
SuperMovetime = 9999

[State 3400]
type = EnvShake
trigger1 = AnimElem = 11
time = 50
ampl = 4

[State 3400]
type = HitDef
trigger1 = time = [37,102]
trigger1 = hitcount < 22
trigger1 = Gametime%3 = 0
attr = S, HA
animtype  = Hard
damage    = Floor(Fvar(0)*15),5
hitflag = MAFP
guardflag = MA
pausetime = 0,4
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10 + (var(4)*3),floor(p2dist Y)- 40 + (var(5)*3)
hitsound = S9999, 0
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 15
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
getpower = 0,0

[State 3400]
type = HitDef
trigger1 = time = 106
attr = S, HA
animtype  = Hard
damage    = Floor(Fvar(0)*20),5
hitflag = MAFP
guardflag = MA
pausetime = 0,0
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10 + (var(4)*3),floor(p2dist Y)- 40 + (var(5)*3)
hitsound = S3400, 0
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 15
ground.velocity = 0,-15
air.velocity = 0,-15
airguard.velocity = -3,-4
guard.velocity = -10
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 3400]
type = PlaySnd
trigger1 = time = [37,103]
trigger1 = Movehit = 1
value = 420,1
channel = 5
Persistent = 1

[State 3400]
type = changestate
trigger1 = time >= 110
value = 3401

;終了
[Statedef 3401]
type = S
movetype = A
anim  = 3401
ctrl = 0
velset = 0

[State 3401]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;剣
[Statedef 3410]
type = S
movetype = A
physics = N
anim = 3410
velset = 0,0
ctrl = 0
sprpriority = 7

[State 3410]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3410]
type = changestate
trigger1 = parent,stateno != 3400
value = 3411

;剣消滅
[Statedef 3411]
type = S
movetype = I
physics = N
anim = 3411
velset = 0,0
ctrl = 0
sprpriority = 7

[State 3411]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3411]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;解キ放ツ白銀ノ剣
[statedef 3500]
type = A
movetype = A
physics = N
anim  = 3500
ctrl = 0
velset = 0,0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31012
ID = 31012
ignorehitpause = 1

[State 3500]
type = poweradd
trigger1 = AnimElem = 1
value = -3000

[State 3500]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 60
under = 1
supermove = 1

[State 3500]
type = superpause
trigger1 = AnimElem = 1
time = 30
anim = s7016
pos = 0, -50
movetime = 30
darken = 0
SprPriority = -5

[State 3500]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3500]
type = Helper
trigger1 = time = 40
helpertype = normal
name = "tsurugi"
postype = p1
pos = -5,-45
stateno = 3510
id = 3510
keyctrl = 0
ownpal = 1
facing = -1
SuperMove = 1
SuperMovetime = 9999

[State 3500]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1

;翼
[Statedef 3510]
type = S
movetype = A
physics = N
anim = 3510
velset = 0,0
ctrl = 0
sprpriority = 7

[State 3510]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 3510]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
animtype  = Hard
damage    = Floor(Root,Fvar(0)*300),80
hitflag = MAF
guardflag = HA
pausetime = 0,0
sprpriority = 7
sparkno = S7020
guard.sparkno = S7007
sparkxy = -10,floor(p2dist Y)- 60
hitsound = S3400, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 15
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
getpower = 0,0

[State 3510]
type = EnvShake
trigger1 = Movehit = 1
time = 20
ampl = 4

[State 3510]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 3510

[State 3510]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;吹キ荒ブ天ノ此花
[statedef 3600]
type = U
movetype = A
anim  = 3600
ctrl = 0
velset = 0,0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31012
ID = 31012
ignorehitpause = 1

[State 3600]
type = changestate
trigger1 = time = 0
trigger1 = power < 3000
value = 3400

[State 3600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3600]
type = poweradd
trigger1 = AnimElem = 1
value = -3000

[State 3600]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 3600]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = s7016
pos = 0, -50
movetime = 40
darken = 0
SprPriority = -5

[State 3600]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3600]
type = BGPalfx
trigger1 = AnimElem = 1
persistent = 1
invertall = 1
ignorehitpause = 1
time = 280
color = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3600]
type = Explod
trigger1 = AnimElem = 11
anim = 3610
id = 3610
vel = -8, 0.5
pos = -10,-35
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3600]
type = PlaySnd
trigger1 = time = 40
value = 3600,0

[State 3600]
type = Explod
trigger1 = AnimElem = 11
anim = 3610
id = 3610
vel = -8, 0.5
pos = -10,-35
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3600]
type = Helper
trigger1 = time = [80,230]
trigger1 = Gametime%4 = 0
postype = back
name = "hane_1"
postype = p1
pos = -20,0
stateno = 3615
id = 3615
keyctrl = 0
ownpal = 1
facing = 1

[State 3400]
type = changestate
trigger1 = time >= 280
value = 3005

;羽
[Statedef 3615]
type = S
movetype = A
physics = N
anim = 3615
ctrl = 0
velset = 10,0
sprpriority = 7

[state H DAMPEN]
type = parentvaradd
trigger1 = p2stateno = 9090
trigger1 = enemy,time = 0
trigger1 = p2movetype = H
var(48) = 1
ignorehitpause = 1

[State 3615]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3615]
type = VarRandom
trigger1 = Time = 0
v = 38
range = -50, 180

[State 3615]
type = VarRandom
trigger1 = Time = 0
v = 39
range = -2,0

[State 3615]
type = PosAdd
trigger1 = time = 0
y = (P2dist Y ) - (var(38))

[State 3615]
type = VelSet
trigger1 = time >= 0
y = (var(39))

[State 3615]
type = VarRandom
trigger1 = Time = 0
v = 40
range = 0, 100

[State 3615]
type = VarRandom
trigger1 = Time = 0
v = 41
range = -3,0

[State 3615]
type = Explod
trigger1 = time = 0
anim = 3610
id = 3610
vel = 7, (var(41))
pos = -10,(var(40))
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3615]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*20),5
hitflag = MAFP
guardflag = MA
pausetime = 0,10
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
shadow = 0
sparkxy = -10,0
hitsound = S1300, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 15
ground.velocity = -2,-7
air.velocity = -2,-7
airguard.velocity = -3,-5
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
p2stateno = 9090
getpower = 0,0

[State 3615]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 3615

[State 3615]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100

;---------------------------------------------------------------------------
;鳥ノ詠発動
[Statedef 3700]
type    = S
movetype= A
physics = S
anim = 3700
velset = 0,0
ctrl = 0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31012
ID = 31012
ignorehitpause = 1

[State 3700]
type = Nothitby
trigger1 = 1
value = SCA

[State 3700]
type = poweradd
trigger1 = AnimElem = 1
value = -3000

[State 3700]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 3700]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = s7016
pos = 0, -50
movetime = 11
darken = 0
SprPriority = -5

[State 3700]
type = Explod
trigger1 = AnimElem = 1
anim = 7017
id = 7017
pos = 0,-50
postype = p1
sprpriority = -5
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3700]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3700]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,2

[State 3700]
type = PlaySnd
trigger1 = AnimElem = 7
value = 210,0

[State 3700]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
animtype = Hard
damage    = Floor(Fvar(0)*50),5
guardflag = H
pausetime = 20,50
priority = 7
sparkno = S7022
guard.sparkno = S7007
sparkxy = -10,-50
hitsound   = S3400,0
guardsound = S120, 0
ground.type = High
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
kill = 0
getpower = 0,0

[State 3700]
type = ChangeState
trigger1 = Animtime = 0
value = 3701

;鳥ノ詠２発目
[Statedef 3701]
type    = S
movetype= A
physics = S
anim = 3701
ctrl = 0

[State 3701]
type = Nothitby
trigger1 = 1
value = SCA

[State 3701]
type = PlaySnd
trigger1 = AnimElem = 5
value = 210,0

[State 3701]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*50),5
guardflag = M
pausetime = 20,80
priority = 7
sparkno = S7022
guard.sparkno = S7007
sparkxy = -10,-50
hitsound   = S3400,0
guardsound = S120, 0
ground.type = low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
kill = 0
getpower = 0,0

[State 3701]
type = ChangeState
trigger1 = movehit
trigger1 = AnimTime = 0
value = 3702

[State 3701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;鳥ノ詠打ち上げ
[Statedef 3702]
type = S
movetype = A
physics = S
anim = 3702
ctrl = 0

[State 3702]
type = Nothitby
trigger1 = 1
value = SCA

[State 3702]
type = Explod
trigger1 = time = 0
anim = 3710
ID = 3710
sprpriority = 2
postype = p1
pos = -25,-30
bindtime = -1
supermove = 6
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 3702]
type = PlaySnd
trigger1 = AnimElem = 2
value = s210,0

[State 3702]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*60)
pausetime = 5,10
sparkno = S7020
guard.sparkno = S7007
sparkxy = -10,-40
hitsound   = S3400,0
guardsound = S120, 0
ground.type = low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
kill = 0
p2stateno = 3750
getpower = 0,0

[State 3702]
type = ChangeState
trigger1 = movehit!
trigger1 = AnimElem = 7
value = 0
ctrl = 1

[State 3702]
type = ChangeState
trigger1 = movehit
trigger1 = AnimTime = 0
value = 3703

;鳥ノ詠上昇
[Statedef 3703]
type = S
movetype = A
physics = N
anim = 3703
ctrl = 0

[State 3703]
type = ScreenBound
trigger1 = time = [120,140]
trigger2 = time >= 210
movecamera = 1,0

[State 3703]
type = varset
trigger1 = Time = 0
v = 37
value = 1

[State 3703]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 380
under = 1
supermove = 1

[State 3703]
type = superpause
trigger1 = AnimElem = 1
time = 140
anim = s7021
pos = 0, -50
movetime = 140
darken = 0
SprPriority = -5

[State 3703]
type = Explod
trigger1 = AnimElem = 1
anim = 3715
id = 3715
pos = 0,-40
postype = p1
sprpriority = 5
bindtime = -1
removetime = 690
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,1

[State 3703]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3700,0

[State 3703]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3700,4

[State 3703]
type = VelSet
trigger1 = time = 120
y = -20

[State 3703]
type = PlaySnd
trigger1 = time = 120
value = 3700,1

[State 3703]
type = PlaySnd
trigger1 = time = 120
value = 3700,2

[State 3703]
type = Explod
trigger1 = time = 120
anim = 3718
id = 3718
pos = 0,0
postype = left
sprpriority = -1
under = 1
bindtime = -1
removetime = 260
pausemovetime = 999999999
supermovetime = 999999999

[State 3703]
type = VelSet
trigger1 = time <= 180
trigger1 = ScreenPos Y <= -220
trigger2 = time = 180
y = 0

[State 3703]
type = PosAdd
trigger1 = time = [130,200]
trigger1 = ScreenPos Y < -220
y = 1

[State 3703]
type = PosAdd
trigger1 = time = [130,200]
trigger1 = ScreenPos Y > -220
y = -1

[State 3703]
type = VelSet
trigger1 = time = [210,350]
y = 3

[State 3703]
type = VelSet
trigger1 = time = 350
y = 0

[State 3703]
type = HitAdd
trigger1 = time = 380
trigger2 = time = 560
value = 1

[State 3703]
type = VelSet
trigger1 = time = 380
y = -0.1

[State 3703]
type = PlaySnd
trigger1 = time = 380
value = 3700,3

[State 3703]
type = TargetLifeAdd
trigger1 = time = 380
value = -40
kill = 0

[State 3703]
type = Explod
trigger1 = time = 380
anim = 7020
id = 7020
pos = 0,-150
postype = p1
sprpriority = 7
bindtime = -1
pausemovetime = 999999999
supermovetime = 999999999

[State 3703]
type = Explod
trigger1 = time = 380
anim = 3720
id = 3720
pos = 0,-150
postype = p1
sprpriority = 7
ontop = 1
bindtime = 1
removetime = 180
ontop = 1
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 440
anim = 3725
id = 3725
pos = 0,-150
postype = p1
sprpriority = 5
ontop = 1
bindtime = 1
removetime = 120
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 440
anim = 3726
id = 3725
pos = 0,-150
postype = p1
sprpriority = 5
ontop = 1
bindtime = 1
removetime = 120
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 440
anim = 3727
id = 3725
pos = 0,-150
postype = p1
sprpriority = 5
ontop = 1
bindtime = 1
removetime = 120
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 440
anim = 3728
id = 3725
pos = 0,-150
postype = p1
sprpriority = 5
ontop = 1
bindtime = 1
removetime = 120
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 440
anim = 3729
id = 3725
pos = 0,-150
postype = p1
sprpriority = 5
ontop = 1
bindtime = 1
removetime = 120
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 440
anim = 3730
id = 3725
pos = 0,-150
postype = p1
sprpriority = 5
ontop = 1
bindtime = 1
removetime = 120
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = PlaySnd
trigger1 = time = 560
value = 3400,0

[State 3703]
type = TargetLifeAdd
trigger1 = time = 560
value = -480

[State 3703]
type = VelSet
trigger1 = time = 560
y = -15

[State 3703]
type = removeexplod
trigger1 = time = 560
ID = 3715

[State 3703]
type = Explod
trigger1 = time = 560
anim = 3716
id = 3716
pos = 0,-40
postype = p1
sprpriority = 5
bindtime = -1
ontop = 1
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 560
anim = 3721
id = 3721
pos = 0,-120
postype = p1
sprpriority = 5
ontop = 1
bindtime = 1
ontop = 1
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 560
anim = 3722
id = 3721
pos = 0,-120
postype = p1
sprpriority = 6
ontop = 1
bindtime = 1
ontop = 1
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3703]
type = Explod
trigger1 = time = 560
anim = 7020
id = 7020
pos = 0,-50
postype = p1
sprpriority = 7
bindtime = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 3703]
type = ChangeState
trigger1 = Time = 580
value = 50
ctrl = 1

;やられ
[Statedef 3750]
type = A
movetype= H
physics = N
supermove = 1

[State 3750]
type = ChangeAnim2
trigger1 = time = 0
value = 3750

[State 3750]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3750]
type = VelSet
trigger1 = time = 0
y = -20

[State 3750]
type = AssertSpecial
trigger1 = Time = [20,280]
flag = invisible

[State 3750]
type = VelSet
trigger1 = time = 60
y = 0

[State 3750]
type = Posadd
trigger1 = time = 90
x = (P2Dist X)

[State 3750]
type = Posadd
trigger1 = time = 280
y = (P2Dist Y) - 110

[State 3750]
type = VelSet
trigger1 = time = 472
y = -20

[State 3750]
type = VelAdd
trigger1 = time >= 472
y = 0.5

[State 3750]
type = SelfState
trigger1 = time >= 475
trigger1 = Pos Y >= 0
value = 5110

;---------------------------------------------------------------------------
;そら＆往人ステート
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;立ち
[Statedef 4000]
type = S
movetype = I
physics = N
anim = 4000
velset = 0,0
SprPriority = 2

;____MARKYJOE EDIT___
[state 4000]
type = changestate
trigger1 = parent,var(50) = 1
trigger1 = parent,var(51) > 1
trigger1 = parent,var(52) = 1
trigger1 = parent,stateno != 8250
value = 71000
;____________________

[State 4000]
type = AssertSpecial
trigger1 = Pos Y > 0
flag = noshadow

[State 4000]
type = AssertSpecial
trigger1 = parent,var(37) = 1
flag = Invisible

[State 4000]
type = Turn
trigger1 = parent,facing = 1
trigger1 = facing = -1
trigger2 = parent,facing = -1
trigger2 = facing = 1

[State 4000]
type = ParentVarSet
trigger1 = parentdist X = [-20,60]
trigger1 = parentdist Y = [70,200]
v = 1
value = 1
ignorehitpause = 1

[State 4000]
type = ParentVarSet
trigger1 = parentdist X != [-20,60]
trigger1 = parentdist Y != [70,200]
v = 1
value = 0
ignorehitpause = 1

[State 4000]
type = changestate
trigger1 = parent,var(12) = 1
value = 4100

[State 4000]
type = changestate
trigger1 = parent,var(12) = 2
value = 4110

[State 4000]
type = changestate
trigger1 = parent,var(12) = 3
value = 4120

[State 4000]
type = changestate
trigger1 = parent,var(12) = [4,6]
value = 4200

[state 4000]
type = Velset
trigger1 = 1
x = parentdist x/20 -2

[state 4000]
type = Velset
trigger1 = 1
y = parentdist y/20 -4
;---------------------------------------------------------------------------
;弱そらアタック（下降）
[Statedef 4100]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4100
sprpriority = 2

[State 4100]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4100]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 4100]
type = changestate
trigger1 = time = 15
value = 4101

;弱そらアタック（攻撃）
[Statedef 4101]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4101
sprpriority = 2

[State 4101]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4101]
type = VelSet
trigger1 = AnimElem = 2
x = 12.0

[State 4101]
type = VelAdd
trigger1 = time >= 25
x = -0.6

[State 4101]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1400,3

[State 4101]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
animtype  = Hard
damage    = 70,5
guardflag = MA
pausetime = 10,10
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-10
hitsound = S420, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.type = trip
air.velocity = -5,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 4101]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4101

[State 4101]
type = parentvarset
trigger1 = time >= 10
trigger1 = Vel X <= 0
v = 12
value = 0

[State 4101]
type = ChangeState
trigger1 = time >= 10
trigger1 = Vel X <= 0
value = 4000

;---------------------------------------------------------------------------
;中そらアタック（下降）
[Statedef 4110]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4100
sprpriority = 2

[State 4110]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4110]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 4110]
type = changestate
trigger1 = time = 10
value = 4111

;中そらアタック（攻撃）
[Statedef 4111]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4101
sprpriority = 2

[State 4111]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4101]
type = VelSet
trigger1 = AnimElem = 2
x = 12.0

[State 4111]
type = VelAdd
trigger1 = time >= 25
x = -0.6

[State 4111]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1400,3

[State 4111]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
animtype  = Hard
damage    = 70,5
guardflag = MA
pausetime = 10,10
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-70
hitsound = S420, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.type = trip
air.velocity = -5,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 4111]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4111

[State 4111]
type = parentvarset
trigger1 = time >= 10
trigger1 = Vel X <= 0
v = 12
value = 0

[State 4111]
type = ChangeState
trigger1 = time >= 10
trigger1 = Vel X <= 0
value = 4000

;---------------------------------------------------------------------------
;強そらアタック（下降）
[Statedef 4120]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4100
sprpriority = 2

[State 4120]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4120]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 4120]
type = changestate
trigger1 = Pos Y >= -60
value = 4121

;強そらアタック（攻撃）
[Statedef 4121]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4102
sprpriority = 2

[State 4121]
type = AssertSpecial
trigger1 = Pos Y > 0
flag = noshadow

[State 4121]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4121]
type = Explod
trigger1 = AnimElem = 2
anim = 4110
id = 4110
pos = 5,-18
bindtime = -1
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0

[State 4121]
type = VelSet
trigger1 = AnimElem = 2
x = 12.0
y = 5.0

[State 4121]
type = VelAdd
trigger1 = time >= 25
x = -0.6
y = -0.25

[State 4121]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1400,3

[State 4121]
type = HitDef
trigger1 = hitcount < 5
trigger1 = Gametime%2 = 0
attr = S, SP
animtype  = Hard
damage    = 20,5
guardflag = MA
pausetime = 4,4
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-40
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -4,-6
air.velocity = -4,-6
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 3000]
type = Explod
trigger1 = Movehit = 1
trigger1 = HitPauseTime = 0
anim = 7023
id = 7023
pos = 0,0
bindtime = -1
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4121]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = HitPauseTime = 0
value = 420,1
channel = 5
Persistent = 1

[State 4121]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4121

[State 4121]
type = parentvarset
trigger1 = time >= 10
trigger1 = Vel X <= 0
trigger1 = Vel Y <= 0
v = 12
value = 0

[State 4121]
type = ChangeState
trigger1 = time >= 10
trigger1 = Vel X <= 0
trigger1 = Vel Y <= 0
value = 4000

;---------------------------------------------------------------------------
;往人出現
[Statedef 4200]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[State 4200]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4200]
type = Explod
trigger1 = time = 0
anim = 3220
id = 4200
pos = 0,-30
bindtime = 1
postype = p1
ontop = 1
ownpal = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4200]
type = changestate
trigger1 = time >= 4
value = 4201

;往人出現
[Statedef 4201]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,-2
anim = 4200
sprpriority = 7

[State 4210]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4200]
type = VelSet
trigger1 = time = 0
trigger1 = parent,var(12) = [4,5]
x = 2

[State 4200]
type = VelSet
trigger1 = time = 0
trigger1 = parent,var(12) = 6
x = 2.5

[State 4200]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 4200]
type = changestate
trigger1 = Pos Y >= 0
trigger1 = parent,var(12) = 4
value = 4210

[State 4200]
type = changestate
trigger1 = Pos Y >= 0
trigger1 = parent,var(12) = 5
value = 4220

[State 4200]
type = changestate
trigger1 = Pos Y >= 0
trigger1 = parent,var(12) = 6
value = 4230

;---------------------------------------------------------------------------
;弱往人
[Statedef 4210]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4210
sprpriority = 2

[State 4210]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4210]
type = PosSet
trigger1 = time = 0
y = 0

[State 4210]
type = PlaySnd
trigger1 = time = 25
value = 3200,0

[State 4210]
type = HitDef
trigger1 = time >= 30
trigger1 = Gametime%8 = 0
attr = S, HP
animtype  = Hard
damage    = Floor(Root,Fvar(0)*15)
guardflag = MA
pausetime = 0,10
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-40
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.type = trip
air.velocity = 0,0
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 4210]
type = PlaySnd
trigger1 = Movehit = 1
value = 200,1
channel = 5
Persistent = 1

[State 4210]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4210

[State 4210]
type = ChangeState
trigger1 = time >= 128
value = 4211

;弱往人終了
[Statedef 4211]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4211
sprpriority = 2

[State 4211]
type = Explod
trigger1 = time = 65
anim = 3220
id = 4200
pos = 0,-50
bindtime = 1
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
surpermove = 1

[State 4211]
type = parentvarset
trigger1 = animtime = 0
v = 12
value = 0

[State 4211]
type = ChangeState
trigger1 = animtime = 0
value = 4000

;---------------------------------------------------------------------------
;中往人
[Statedef 4220]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4220
sprpriority = 2

[State 4220]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4220]
type = PosSet
trigger1 = time = 0
y = 0

[State 4220]
type = PlaySnd
trigger1 = animelem = 4
value = 3200,1

[State 4220]
type = Explod
trigger1 = animelem = 8
anim = 4221
id = 4220
pos = 30,-50
vel = 0.5,-1
accel = 0,0.1
postype = p1
removetime = 30
ontop = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
surpermove = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4220]
type = Explod
trigger1 = animelem = 14
anim = 8099
id = 4220
pos = 40,-55
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4220]
type = PlaySnd
trigger1 = animelem = 14
value = 3200,3

[State 4220]
type = Projectile
trigger1 = animelem = 14
projID = 4225
projanim = 4225
projremove = 0
projremovetime = 100
projhits = 13
projmisstime = 1
projpriority = 99999999999
postype = p1
velocity = 10,0
offset = 40,-50
attr = S, HP
animtype  = Hard
damage    = 20,5
hitflag = MAFP
guardflag = MA
pausetime = 6,6
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
sparkxy = 0,-10
;hitsound = S220, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 18
ground.velocity = -5
air.velocity = -5
airguard.velocity = -2,-4
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4210]
type = PlaySnd
trigger1 = animelem = 14
value = 420,1
channel = 5
Persistent = 1

[State 4210]
type = Explod
trigger1 = animelem = 15 ,= 15
anim = 3220
id = 4200
pos = 0,-50
bindtime = 1
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4220]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4220

[State 4220]
type = parentvarset
trigger1 = animtime = 0
v = 12
value = 0

[State 4220]
type = ChangeState
trigger1 = animtime = 0
value = 4000

;---------------------------------------------------------------------------
;強往人
[Statedef 4230]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4230
sprpriority = 2

[State 4230]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 4230]
type = PosSet
trigger1 = time = 0
y = 0

[State 4230]
type = VelSet
trigger1 = animelem = 5
x = 2.5
y = -12

[State 4230]
type = VelAdd
trigger1 = time >= 28
y = 0.40

[State 4230]
type = PlaySnd
trigger1 = animelem = 3
value = 3200,2

[State 4230]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6, = 2
trigger5 = animelem = 6, = 3
trigger6 = animelem = 6, = 4
trigger7 = animelem = 6, = 5
attr = S, HP
animtype  = Hard
damage    = 25,5
guardflag = MA
pausetime = 8,7
sparkno = S8099
guard.sparkno = S7007
sparkxy = -10,-40
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5,-10
air.velocity = -2.5,-10
airguard.velocity = -3,-4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 4230]
type = PlaySnd
trigger1 = Movehit = 1
trigger1 = HitPauseTime = 0
value = 420,1
channel = 5
Persistent = 1

[State 4230]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4230

[State 4230]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = time >= 30
value = 4231

;強往人落下
[Statedef 4231]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0.5,0
anim = 4231
sprpriority = 2

[State 4231]
type = VelAdd
trigger1 = time >= 5
y = 0.45

[State 4231]
type = ChangeState
trigger1 = Pos Y >= 0
value = 4232

;強往人終了
[Statedef 4232]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4232
sprpriority = 2

[State 4232]
type = PosSet
trigger1 = time = 0
y = 0

[State 4232]
type = Explod
trigger1 = time = 28
anim = 3220
id = 4200
pos = 0,-30
bindtime = 1
postype = p1
ontop = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
surpermove = 1

[State 4232]
type = parentvarset
trigger1 = animtime = 0
v = 12
value = 0

[State 4232]
type = ChangeState
trigger1 = animtime = 0
value = 4000

;---------------------------------------------------------------------------
;やられ（回転）
[Statedef 5656]
type = A
movetype= H
physics = N

[State 5656]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5656]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 4

[State 5656]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X >= 0
x = 1
y = -10

[State 5656]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X < 0
x = -1
y = -10

[state 5656]
type = changestate
trigger1 = time = 1
value = 5657

[Statedef 5657]
type = A
movetype= H
physics = N

[State 5656]
type = AngleAdd
trigger1 = 1
value = 40

[State 5656]
type = AngleDraw
trigger1 = 1

[State 5656]
type = Playerpush
trigger1 = 1
value = 0

[State 5656]
type = Veladd
trigger1 = 1
y = .3

[State 5656]
type = ChangeAnim2
trigger1 = time = 0
value = 2031

[State 5656]
type = SelfState
trigger1 = Pos Y > 0
value = 5110

;_____________TEH CURSED STATE THING!!!______
[statedef 9010]
type = A
physics = N
movetype = A

[state 9010]
type = HitDef
trigger1 = time = 0
attr = S,NA
hitflag = H
priority = 0,Hit
sparkno = -1
hitsound = -1,0
guardsound = -1,0

[state 9010]
type = changeanim
trigger1 = SelfAnimExist(9010)
trigger1 = time = 0
value = 9010
persistent = 0

[State 9010]
type = ChangeAnim
trigger1 = SelfAnimExist(7696)
trigger1 = time = 0
value = 7696
persistent = 0

[state 9010]
type = changeanim2
trigger1 = !SelfAnimExist(9010)
trigger1 = time = 0
value = 9011
persistent = 0

[state 9010]
type = velset
trigger1 = time <= 39
x = -0.7
y = -1.4

[state 9010]
type = velset
trigger1 = time = 40
x = -6
y = -4.3

[State 9010]
type = PalFX
trigger1 = anim != 9010
trigger1 = time = 0
time = 40
sinadd = 75,75,120,4
color = 30
invertall = 1
add = 1,1,1
mul = 200,200,256

[state 9010]
type = selfstate
trigger1 = time = 40
value = 5050

;_____________TEH CURSED STATE THING!!!______
[statedef 9090]
type = A
physics = N
movetype = H

[state 9090]
type = changeanim
trigger1 = SelfAnimExist(9010)
trigger1 = time = 0
value = 9010
persistent = 0

[State 9090]
type = ChangeAnim
trigger1 = SelfAnimExist(7696)
trigger1 = time = 0
value = 7696
persistent = 0

[state 9090]
type = changeanim2
trigger1 = !SelfAnimExist(9010)
trigger1 = time = 0
value = 9011
persistent = 0

[state 9090]
type = velset
trigger1 = time <= 39
x = -0.7
y = -1.4

[state 9010]
type = velset
trigger1 = time = 40
x = -6
y = -4.3

[State 9090]
type = PalFX
trigger1 = anim != 9010
trigger1 = time = 0
time = 40
sinadd = 75,75,120,4
color = 30
invertall = 1
add = 1,1,1
mul = 200,200,256

[state 9090]
type = selfstate
trigger1 = time = 40
value = 5050

;_____________TEH CURSED STATE THING!!!______
[statedef 32000]
type = A
physics = N
movetype = A

[state 32000]
type = lifeadd
trigger1 = time = 0
value = -110

[state 32000]
type = HitDef
trigger1 = time = 0
attr = S,NA
hitflag = H
priority = 0,Hit
sparkno = -1
hitsound = -1,0
guardsound = -1,0

[state 32000]
type = changeanim2
trigger1 = time = 0
value = 32000

[state 32000]
type = velset
trigger1 = time = 0
x = -10
y = -10

[state 32000]
type = veladd
trigger1 = 1
y = .45

[state 32000]
type = selfstate
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 5050
;---------------------------------------------------------------------------
;常時チェックステート
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]
;_______________________
;586 Misuzu Curse Damage
;_______________________

[State -2, LifeAdd]
type = LifeAdd
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
triggerall = Enemy,fvar(11) > 0
trigger1 = Enemy,var(13) = 1
trigger1 = GameTime % 13 = 0
trigger2 = Enemy,var(13) = 2
trigger2 = GameTime % 11 = 0
trigger3 = Enemy,var(13) = 3
trigger3 = GameTime % 8 = 0
trigger4 = Enemy,var(13) = 4
trigger4 = GameTime % 6 = 0
trigger5 = Enemy,var(13) = 5
trigger5 = GameTime % 3 = 0
value = -1
kill = 0
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
triggerall = (Enemy,TeamMode = Simul) = 0
triggerall = (TeamMode = Simul) = 0
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "586"
triggerall = Enemy,Name = "Misuzu Kamio"
trigger1 = Enemy,fvar(11) > 0
add = -50,150,150
time = 1
ignorehitpause = 1
;________________________________________
;Akiha Vermillion by 9's Fire Trap Damage
;________________________________________
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "�H" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "�H" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26

;______________________________________
;Poison Damage From Drowin's Characters
;______________________________________
[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,FVar(20) > 0
Trigger1 = Power > 0
Value = -1

[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "Drowin arcana"
TriggerAll = Enemy,FVar(20) > 0
Trigger1 = GameTime % 7 = 0
Value = -1
kill = 0

[State -2]
Type = Palfx
TriggerAll = Enemy,AuthorName = "Drowin arcana"
Trigger1 = Enemy,FVar(20) > 0
Add = 100,0,110
Mul = 220,220,220
Time = 5
IgnoreHitPause = 1

;____________________________________________
;Poison Damage From Yuyuko Saigyouji by Souki
;____________________________________________
[State -2]
Type       = LifeAdd
TriggerAll = Enemy,AuthorName    = "Souki" && Enemy,Name = "Yuyuko Saigyouji"
Trigger1   = Enemy,Var(3)        = 1 || Enemy,Var(3) = 2
Trigger1   = GameTime%6          = 0
Value      = IfElse(Enemy,Var(3) = 1, -2, -3)
Kill       = 0
;_______Aerial Hit Detect________
[state -2]
type = varset
trigger1 = Var(15)
trigger1 = Stateno != [620,621]
v = 15
value = 0

;_______Air Dash Direction Fix_________________
[state -2]
type = varset
;trigger1 = statetype = A
trigger1 = p2dist x < 0
fvar(21) = 0

[state -2]
type = varset
;trigger1 = statetype = A
trigger1 = p2dist x >= 0
fvar(21) = 1
;_______RECOIL GUARD FIX AGAINST PROJECTILES___

;トレーニング用RFゲージ
[State -2]
type = VarAdd
triggerall = Power = Const(data.power)
triggerall = Var(6) < 999
triggerall = MatchNo = 1 && RoundNo = 1
triggerall = NumPartner = 0 && NumEnemy = 1
trigger1 = RoundState = [1,2]
var(6) = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -2]
type = VarSet
triggerall = RoundState = 2
trigger1   = Power < Const(data.power)
var(6) = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -2]
type = PowerSet
triggerall = RoundState = 2
trigger1 = Power = Const(data.power)
value = Const(data.power)-1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -2]
type = VarSet
triggerall = (Stateno != [70000,70006])
triggerall = RoundState = 2
triggerall = P2Stateno = 0
trigger1   = Power < Const(data.power)
trigger1 = Var(6) > 1
var(7) = 400
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

;RFゲージ処理青ゲージ用
[State -2]
type = VarAdd
triggerall = (Stateno != [70000,70006])
;triggerall = NumEnemy != 0
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
triggerall = Movetype != H
triggerall = Win = 0
triggerall = Lose = 0
trigger1 = ifelse(!var(50),Gametime%3 = 0,Gametime%2=0)
v = 7
value = 1
supermove = 1
ignorehitpause = 1

;赤ゲージ用
[State -2]
type = VarAdd
triggerall = (Stateno != [70000,70006])
;triggerall = NumEnemy != 0
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
triggerall = Movetype != H
triggerall = Win = 0
triggerall = Lose = 0
trigger1 = ifelse(!var(50),Gametime%8 = 0,Gametime%3=0)
v = 7
value = 1
supermove = 1
ignorehitpause = 1
Persistent = 1

;青ゲージ_ガード時
[State -2]
type = VarAdd
triggerall = (Stateno != [70000,70006])
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
triggerall = Gametime%1 = 0
trigger1 = stateno = 150 || stateno = 152 || stateno = 154
trigger2 = stateno = [160,162]
v = 7
value = 1
supermove = 1
ignorehitpause = 1

;赤ゲージ_ガード時
[State -2]
type = VarAdd
triggerall = (Stateno != [70000,70006])
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
triggerall = Gametime%4 = 0
trigger1 = stateno = 150 || stateno = 152 || stateno = 154
trigger2 = stateno = [160,162]
v = 7
value = 1
supermove = 1
ignorehitpause = 1

[state -2]
type = lifeadd
trigger1 = time = 1
trigger1 = stateno = [160,162]
value = var(57)
supermove = 1
ignorehitpause = 1

[state -2]
type = poweradd
trigger1 = time = 1
trigger1 = stateno = [160,162]
value = var(57)*3
supermove = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = (Stateno != [70000,70006])
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 399
triggerall = Stateno != [120,155]
triggerall = Stateno != [160,162]
;triggerall = Stateno != [5080,5099]
;triggerall = Stateno != [5100,5120]
trigger1 = movetype = H
v = 7
value = 0
supermove = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = (Stateno != [70000,70006])
triggerall = Var(8) = 1
triggerall = Var(7) >= 0
triggerall = Var(7) <= 400
triggerall = Stateno != [120,155]
triggerall = Stateno != [160,162]
triggerall = Stateno != [5080,5099]
triggerall = Stateno != [5100,5120]
triggerall = StateType != L
trigger1 = movetype = H
trigger1 = Gametime%4 = 0
v = 7
value = -1
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(7) = 0
v = 8
value = 0
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(7) = 400
v = 8
value = 1
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(8) = 0
trigger1 = Var(7) >= 101
v = 9
value = 0
supermove = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(8) = 1
trigger1 = Var(7) <= 100
v = 9
value = 1
supermove = 1
ignorehitpause = 1

;RFゲージP1側
[State -2]
type = Explod
triggerall = Numexplod(7500) = 0
triggerall = Teamside = 1
trigger1 = 1
anim = 7500
id = 7500
postype = left
pos = 17, 55
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
;ontop = 1
ownpal = 1

[State -2]
type = Explod
triggerall = Numexplod(7502) = 0
triggerall = Teamside = 1
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
anim = 7502
id   = 7502
postype = left
pos = 17, 55
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = var(7)/199.0,1
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Teamside = 1
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
ID = 7502
scale = var(7)/199.0,1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7504) = 0
triggerall = Teamside = 1
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
anim = 7504
id   = 7504
postype = left
pos = 17, 55
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = (Var(7)-200)/199.0
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Teamside = 1
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
ID = 7504
scale = (Var(7)-200)/199.0
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7506) = 0
triggerall = Var(8) = 1
triggerall = Teamside = 1
trigger1 = 1
anim = 7506
id   = 7506
postype = left
pos = 17, 55
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(7)/400.0,1
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Var(8) = 1
triggerall = Teamside = 1
trigger1 = 1
ID = 7506
scale = var(7)/400.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 200
trigger2 = var(7) <= 399
id = 7502
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7502
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 0
trigger2 = var(7) <= 199
id = 7504
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7504
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 0
id = 7506
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7506
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7500
ignorehitpause = 1

;RFゲージP2側
[State -2]
type = Explod
triggerall = Numexplod(7501) = 0
triggerall = Teamside = 2
trigger1 = 1
anim = 7501
id = 7501
postype = right
pos = -18, 55
supermove = 1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
ownpal = 1
;ontop = 1
sprpriority = 3
Facing = -1

[State -2]
type = Explod
triggerall = Numexplod(7503) = 0
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
anim = 7503
id   = 7503
postype = right
pos = -18, 55
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(7)/199.0,1
Facing = -1

[State -2]
type = ModifyExplod
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 0
triggerall = Var(7) <= 199
trigger1 = 1
ID = 7503
scale = var(7)/199.0,1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7505) = 0
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
anim = 7505
id   = 7505
postype = right
pos = -18, 55
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = (Var(7)-200)/200.0
Facing = -1

[State -2]
type = ModifyExplod
triggerall = Teamside = 2
triggerall = Var(8) = 0
triggerall = Var(7) >= 200
triggerall = Var(7) <= 399
trigger1 = 1
ID = 7505
scale = (Var(7)-200)/199.0
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7507) = 0
triggerall = var(8) = 1
triggerall = Teamside = 2
trigger1 = 1
anim = 7507
id   = 7507
postype = right
pos = -18, 55
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(7)/400.0,1
Facing = -1

[State -2]
type = ModifyExplod
triggerall = var(8) = 1
triggerall = Teamside = 2
trigger1 = 1
ID = 7507
scale = var(7)/400.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 0
trigger2 = var(7) <= 199
id = 7505
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7505
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 1
trigger2 = var(7) >= 200
trigger2 = var(7) <= 399
id = 7503
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7503
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(8) = 0
id = 7507
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7507
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = RoundState >= 4
trigger2 = var(37) = 1
id = 7501
ignorehitpause = 1

;---------------------------------------------------------------------------
;呪い呼び出し
[State -2]
type = Helper
trigger1 = Var(11) > 0
trigger1 = NumHelper(1330)!
helpertype = normal
name = "doku1"
postype = p2
pos = 0,0
stateno = 1330
id = 1330
keyctrl = 0
ownpal = 1
facing = -1
sprpriority = 2

;呪いカウント
[State -2]
type = Varadd
trigger1 = var(11) > 0
var(11) = -1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

;呪いカウント
[State -2]
type = VarSet
triggerall = var(11) > 0
trigger1 = Win = 1
trigger2 = Lose = 1
trigger3 = Win = 1
trigger4 = roundstate = 0
trigger5 = var(11) < var(34)
var(11) = 0

;呪いゲージP1側
[State -2]
type = Explod
triggerall = Numexplod(1340) = 0
triggerall = Teamside = 1
trigger1 = var(11) > 0
anim = 1340
id = 1340
postype = left
pos = 17, 65
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 5
ownpal = 1

[State -2]
type = Explod
triggerall = Numexplod(1341) = 0
triggerall = Teamside = 1
trigger1 = var(11) > 0
trigger1 = 1
anim = 1341
id   = 1341
postype = left
pos = 17, 65
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 6

[State -2]
type = ModifyExplod
triggerall = Teamside = 1
trigger1 = var(11) > 0
ID = 1341
scale = var(11)/960.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(11) = 0
id = 1340
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(11) = 0
id = 1341
ignorehitpause = 1

;呪いゲージP2側
[State -2]
type = Explod
triggerall = Numexplod(1342) = 0
triggerall = Teamside = 2
trigger1 = var(11) > 0
anim = 1342
id = 1342
postype = right
pos = -86, 65
supermove = 1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
ownpal = 1
sprpriority = 5

[State -2]
type = Explod
triggerall = Numexplod(1343) = 0
triggerall = Teamside = 2
trigger1 = var(11) > 0
anim = 1343
id   = 1343
postype = right
pos = -86, 65
supermove = 1
bindtime = -1
removetime = -1
ownpal = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State -2]
type = ModifyExplod
triggerall = Teamside = 2
trigger1 = var(11) > 0
ID = 1343
scale = var(11)/960.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(11) = 0
id = 1342
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(11) = 0
id = 1343
ignorehitpause = 1

;呪いカウントリセット
[State -2]
type = varset
trigger1 = stateno = [5000,5500]
v = 11
value = 0

;呪いレベルリセット
[State -2]
type = varset
trigger1 = var(11) = 0
trigger2 = stateno = [5000,5500]
v = 34
value = 0

;呪いレベル制御
[State -2]
type = varset
trigger1 = Var(50) = 0
trigger1 = var(34) > 5
v = 34
value = 5

[State -2]
type = varset
trigger1 = Var(50) >= 0
trigger1 = var(34) > 7
v = 34
value = 7

;---------------------------------------------------------------------------
;羽１P1側
[State -2]
type = Explod
triggerall = Numexplod(3210) = 0
triggerall = Teamside = 1
trigger1 = var(36) >= 1
anim = 3210
id = 3210
postype = left
pos = 20, 85
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 5
ownpal = 1

;羽２P1側
[State -2]
type = Explod
triggerall = Numexplod(3211) = 0
triggerall = Teamside = 1
trigger1 = var(36) >= 2
anim = 3210
id = 3211
postype = left
pos = 30, 85
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 5
ownpal = 1

;羽３P1側
[State -2]
type = Explod
triggerall = Numexplod(3212) = 0
triggerall = Teamside = 1
trigger1 = var(36) = 3
anim = 3210
id = 3212
postype = left
pos = 40, 85
supermove = 1
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 5
ownpal = 1

[State -2]
type = RemoveExplod
trigger1 = var(36) <= 2
id = 3212
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(36) <= 1
id = 3211
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(36) = 0
id = 3210
ignorehitpause = 1

;羽１P2側
[State -2]
type = Explod
triggerall = Numexplod(3215) = 0
triggerall = Teamside = 2
trigger1 = var(36) >= 1
anim = 3210
id = 3215
postype = right
pos = -30, 85
supermove = 1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
ownpal = 1
sprpriority = 5

;羽２P2側
[State -2]
type = Explod
triggerall = Numexplod(3216) = 0
triggerall = Teamside = 2
trigger1 = var(36) >= 2
anim = 3210
id = 3216
postype = right
pos = -40, 85
supermove = 1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
ownpal = 1
sprpriority = 5

;羽３P2側
[State -2]
type = Explod
triggerall = Numexplod(3217) = 0
triggerall = Teamside = 2
trigger1 = var(36) = 3
anim = 3210
id = 3217
postype = right
pos = -50, 85
supermove = 1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
ownpal = 1
sprpriority = 5

[State -2]
type = RemoveExplod
trigger1 = var(36) <= 2
id = 3217
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(36) <= 1
id = 3216
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(36) = 0
id = 3215
ignorehitpause = 1

;羽制御
[State -2]
type = varset
trigger1 = var(36) > 3
v = 36
value = 3

;---------------------------------------------------------------------------
;リコイルガード
;-----------RECOIL GUARD STUFF------------
[state -2]
type = varset
trigger1 = command != "holdback" && p2movetype != A
v = 3
value = 0
ignorehitpause = 1

;[state -2]
;type = varset
;triggerall = var(50)
;trigger1 = command != "holdback" || command = "R_Guard" || command = "C_R_Guard"
;v = 3
;value = 0

[state -2]
type = varadd
trigger1 = command = "holdback"
v = 3
value = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
;Sora appears
[State -2]
type = Helper
trigger1 = var(56) = 1
trigger1 = numhelper(4000) = 0
trigger1 = roundno = 1
trigger1 = roundstate = 0
ID = 4000
name = "sora"
postype = p1
pos = 200,-380
sprpriority = 2
stateno = 4000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
supermovetime = 999999999

;そら（バトル時）
[State -2]
type = Helper
trigger1 = var(56) = 1
trigger1 = numhelper(4000) = 0
trigger1 = roundno = 1
trigger1 = roundstate = 2
ID = 4000
name = "sora"
postype = p1
pos = -40,-80
sprpriority = 2
stateno = 4000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
supermovetime = 999999999

;そら（バトル時）
[State -2]
type = Helper
trigger1 = var(56) = 1
trigger1 = numhelper(4000) = 0
trigger1 = roundno >= 2
trigger1 = roundstate = 0 || roundstate = 2
ID = 4000
name = "sora"
postype = p1
pos = -40,-80
sprpriority = 2
stateno = 4000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
supermovetime = 999999999

[state -2]
type = destroyself
trigger1 = stateno = 4000
trigger1 = var(56) = 0

;そら攻撃varリセット
[State -2]
type = varset
trigger1 = stateno != [1400,1402]
trigger1 = stateno != [3230,3232]
v = 12
value = 0

;---------------------------------------------------------------------------
;飛び道具エフェクト
[State -2]
type = PlaySnd
triggerall = HitPauseTime = 0
trigger1 = ProjHit(4225) = 1
value = 420,1
channel = 5
Persistent = 1
;---------------------------------------------------------------------------
; 壁ふっとび

[State -2, PlaySnd];Wire Damage
type = PlaySnd
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
value = S800,2
supermovetime = 0
pausemovetime = 0

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 8099
id = 7012
pos = -10,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7013
id = 7012
vel = 1 + (var(5)), 1 + (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7012
id = 7012
vel = 0 - (var(4)), 10 + (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7013
id = 7012
vel = -1 - (var(5)), 1 + (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7012
id = 7012
vel = -10 + (var(4)), 0 - (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7013
id = 7012
vel = -1 + (var(5)), -1 - (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7012
id = 7012
vel = 0 - (var(4)), -10 - (var(5))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = Explod
triggerall = P2MoveType = H
trigger1 = P2StateNo = 5656
anim = 7013
id = 7012
vel = 1 - (var(5)), -1 - (var(4))
pos = 0,-40
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;勝利用１
[State -2]
type = VarSet
trigger1 = P2Name = "Misuzu" || P4Name = "Misuzu"
trigger2 = P2Name = "Misuzu_K" || P4Name = "Misuzu_K"
trigger3 = P2Name = "Ayu Tukimiya" || P4Name = "Ayu Tukimiya"
trigger4 = P2Name = "UNKNOWN" || P4Name = "UNKNOWN"
trigger5 = P2Name = "Mizuka Nagamori" || P4Name = "Mizuka Nagamori"
v = 43
value = 1

;勝利用２
[State -2]
type = VarSet
trigger1 = P2Name = "kanna" || P4Name = "kanna"
trigger2 = P2Name = "Kanna" || P4Name = "Kanna"
v = 43
value = 2

;勝利用３
[State -2]
type = VarSet
trigger1 = P2Name = "Mai_K" || P4Name = "Mai_K"
v = 43
value = 3

;勝利用４
[State -2]
type = VarSet
trigger1 = P2Name = "RUMI NANASE" || P4Name = "RUMI NANASE"
trigger2 = P2Name = "nanase" || P4Name = "nanase"
v = 43
value = 4

;----------------------------------------------------------------------------
;未完成なキャラによって、不具合が起きても自己解決するシステム
[State -2, Y座標自己修復]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      ;立ち＆屈み時
trigger1 = floor(Pos Y) = [-2,3] ;立ち位置が僅かにずれていたらすぐ修正
y = 0

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000     ;トレーニングでCtrl+Iを使うときに配慮
trigger1 = stateno = [0,30]  ;歩きも含める
trigger1 = floor(Pos Y) < -2 ;立ち位置が大きくずれていたら移動する
y = 2

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2 ;同じく
y = -2

[State -2, Y座標強制修復]
type = ChangeState
triggerall = RoundState = 2
triggerall = ctrl = 0
triggerall = alive = 1
triggerall = !Lose
trigger1 = Pos Y < -1480 ;空高く飛ばされてしまっても体勢を立て直して落下する
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480   ;地中深くに埋められてしまっても這い上がってくる
trigger2 = GameTime % 10 = 0
value = 40

;--------------------
[State -2, PlaySnd]
type = PlaySnd
trigger1 = NumProjId(32500) > 0
value = S420,1
channel = 0
ignorehitpause = 1

; 着地音
[State -2]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = Time = 1
value = 47,0

;振り向き
[State -2]
type = turn
triggerall = P2Dist X < 0
trigger1 = stateno = [40,47]
trigger2 = stateno = [10,12]
value = 1

;残像処理
[State -2]
type = AfterImageTime
trigger1 = stateno != [100,101]
trigger1 = stateno != [105,106]
trigger1 = stateno != [34000,34001]
trigger1 = stateno != 108
trigger1 = stateno != 2001
trigger1 = stateno != 2202
time = 0

;空中ダッシュ制御
[State -2]
type = varset
trigger1 = statetype = S
trigger2 = statetype = L
v = 2
value = 0

;空中ジャンプ制御
[State -2]
type = varset
trigger1 = statetype = S
trigger2 = statetype = L
v = 46
value = 0

;空中ジャンプ制御
[State -2]
type = varset
trigger1 = stateno != 50
v = 47
value = 0

;エフェクト用１
[State -2]
type = varrandom
triggerall = Alive = 1
trigger1 = Timemod = 1,0
v = 4
range = -4,4

;エフェクト用２
[State -2]
type = varrandom
triggerall = Alive = 1
trigger1 = Timemod = 1,0
v = 5
range = -4,4

;中攻撃制御
[State -2]
type = varset
trigger1 = stateno != 210
trigger1 = stateno != 410
v = 10
value = 0

;光球消滅varリセット
[State -2]
type = varset
trigger1 = stateno != [1300,1302]
v = 18
value = 0

;光球消滅varリセット
[State -2]
type = varset
trigger1 = stateno != [1304,1306]
v = 35
value = 0

;そら・ＲＦゲージ消滅varリセット
[State -2]
type = varset
trigger1 = stateno != 181
trigger1 = stateno != [3301,3302]
trigger1 = stateno != [3320,3325]
trigger1 = stateno != [3703,3705]
v = 37
value = 0

;_______MARKYJOE1990'S STATE -2 CRAP_____
;______DAMAGE DAMPENER______
[state -2]
type = varset
trigger1 = FVar(13) = 0
fvar(0) = 1 +(ifelse(var(50) = 1,.1,0)) - (var(48)*.01)
ignorehitpause = 1

[state -2]
type = varset
trigger1 = FVar(13) = 1
fvar(0) = 1 +(ifelse(var(50) = 1,.1,0)) - (var(48)*.01)
ignorehitpause = 1

[state -2]
type = varset
trigger1 = Fvar(13) = 0
trigger1 = fvar(0) < 0.5
fvar(0) = 0.5
ignorehitpause = 1

[state -2]
type = varset
trigger1 = Fvar(13) = 1
trigger1 = fvar(0) < 0.01
fvar(0) = 0.01
ignorehitpause = 1

[state -2]
type = varset
trigger1 = p2movetype != H
var(48) = 0
ignorehitpause = 1

[state -2]
type = varadd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5070 || p2stateno = 5020
var(48) = 1
ignorehitpause = 1
;_________END OF DAMAGE DAMPENER______
;_______MISUZU_M Passive Crap_________
;Make light orbs less spammable
[state -2]
type = varset
trigger1 = numhelper(50005) > 0
Fv = 12
Value = -30

[state -2]
type = varadd
trigger1 = numhelper(50005) = 0
trigger1 = Fvar(12) < 0
Fv = 12
value = 1
;_________

;Bar fills with damage dealt to foe
[state -2]
type = varadd
trigger1 = var(50) = 2 || Var(50) = 1
trigger1 = var(51) < 100
trigger1 = var(52) = 0
v = 51
value = floor(enemy,gethitvar(damage)/10)
ignorehitpause = 1
persistent = 0

;Defense Mode Bar fill speed
[state -2]
type = varadd
triggerall = gametime%6 = 0
triggerall = Stateno != 70006
triggerall = Stateno != 70005
trigger1 = var(50) = 2 || var(50) = 1
trigger1 = var(51) < 100
trigger1 = var(52) = 0
v = 51
value = 1
ignorehitpause = 1
persistent = 0

[state -2]
type = varset
trigger1 = var(52) = 2
trigger1 = movetype != H
trigger1 = life < lifemax
v = 52
value = 1
ignorehitpause = 1
persistent = 0

;Defense Mode Heal
[state -2]
type = lifeadd
trigger1 = 1
trigger1 = var(50) = 2
trigger1 = var(52) = 1
trigger1 = movetype != H
trigger1 = Stateno != 70050
value = 1
ignorehitpause = 1
persistent = 0

[state -2]
type = varadd
trigger1 = var(50) = 2
trigger1 = gametime%6 = 0
trigger1 = var(52) = 1
trigger1 = Stateno != 70050
;trigger1 = life < lifemax
value = -1
v = 51
ignorehitpause = 1
persistent = 0

[state -2]
type = varadd
trigger1 = var(50) = 1
trigger1 = gametime%6 = 0
trigger1 = var(52) = 1
trigger1 = Stateno != 70050
;trigger1 = life < lifemax
value = -1
v = 51
ignorehitpause = 1
persistent = 0

[state -2]
type = varset
trigger1 = var(51) <= 0
v = 52
value = 0

[state -2]
type = varset
trigger1 = var(51) < 0
v = 51
value = 0

[state -2]
type = varset
trigger1 = var(51) > 100
v = 51
value = 100
ignorehitpause = 1
persistent = 0
;_______MISUZU_M MODE BAR________
;Player 1
[State -2, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(8300) = 0
trigger1 = var(50) = 2 || Var(50) = 1
anim = 8300
ID = 8300
pos = 17, 95
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
sprpriority = 3
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = numexplod(8300)
trigger1 = var(50) = 0
ID = 8300
pos = 17, 95
postype = left
bindtime = -1
removetime = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State -2, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(8301) = 0
trigger1 = var(50) = 2 || Var(50) = 1
anim = 8301
ID = 8301
pos = 17, 95
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = numexplod(8301)
trigger1 = var(50) = 2 || Var(50) = 1
ID = 8301
pos = 17, 95
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = var(51)/100.0,1
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = numexplod(8301)
trigger1 = var(50) = 0
ID = 8301
pos = 17, 95
postype = left
bindtime = -1
removetime = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

;Player 2
[State -2, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(8300) = 0
trigger1 = var(50) = 2 || Var(50) = 1
anim = 8300
ID = 8300
postype = right
pos = -86, 95
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = numexplod(8300)
trigger1 = var(50) = 0
ID = 8300
postype = right
pos = -86, 95
bindtime = -1
removetime = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State -2, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(8301) = 0
trigger1 = var(50) = 2 || Var(50) = 1
anim = 8301
ID = 8301
postype = right
pos = -86, 95
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = numexplod(8301)
trigger1 = var(50) = 2 || Var(50) = 1
ID = 8301
postype = right
pos = -19, 95
postype = right
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = var(51)/-100.0,1
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = numexplod(8301)
trigger1 = var(50) = 0
ID = 8301
pos = -19, 95
postype = right
bindtime = -1
removetime = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
;________Misuzu Aura_______
[State -2, Helper]
type = Helper
triggerall = var(50) = 3
trigger1 = gametime%30 = 0
helpertype = normal ;player
name = "Angel Aura"
stateno = 80000
ID = 80000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
size.shadowoffset = 9999
;________Power________
[state -2]
type = powerset
trigger1 = fvar(8) > 0
value = fvar(8)*1000
ignorehitpause = 1

[state -2]
type = powerset
trigger1 = fvar(8) <= -1
value = 0
ignorehitpause = 1
;_______Metal_________
[State -2, NotHitBy]
type = NotHitBy
trigger1 = var(55) = 1
value = ,AA,AP
time = 2
ignorehitpause = 1
persistent = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = var(55) >= 2
value = ,AA,AP,AT
time = 2
ignorehitpause = 1
persistent = 1

[State -2, Helper]
type = Helper
trigger1 = var(55) >= 1
trigger1 = numhelper(19500) = 0
helpertype = normal
name = "Hyper Armor"
ID = 19500
stateno = 19500
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 1

[state -2]
type = lifeadd
trigger1 = numhelper(19500)
trigger1 = var(55) = 1 || var(55) = 2
value = ceil(-helper(19500),gethitvar(damage))

[state -2]
type = lifeadd
trigger1 = numhelper(19500)
trigger1 = var(55) >= 3
value = ceil(-(helper(19500),gethitvar(damage)/(var(55)-1)))
;______________Recoil guard________
[state -2]
type = changestate
trigger1 = (stateno = [120,132])
trigger1 = enemy,MoveReversed
trigger1 = var(3) <= 10
trigger1 = statetype = S
ignorehitpause = 1
persistent = 0
value = ifelse(statetype = S,160,ifelse(statetype = C,161,162))

[state -2]
type = changestate
trigger1 = (stateno = [120,132])
trigger1 = enemy,MoveReversed
trigger1 = var(3) <= 10
trigger1 = statetype = C
ignorehitpause = 1
persistent = 0
value = 161

[state -2]
type = changestate
trigger1 = (stateno = [120,132])
trigger1 = enemy,MoveReversed
trigger1 = var(3) <= 10
trigger1 = statetype = A
ignorehitpause = 1
persistent = 0
value = 162
;______The "make the juggle points thingy work" Explod___
[State -2, Explod]
type = Explod
trigger1 = stateno = 1121 || stateno = 1125
trigger1 = movehit
anim = 8539
ID = 1130
pos = 9999,9999
removetime = -1
supermove = 1
pausemove = 1
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,pos y >= 0
id = 1130
;_______Custom Combo System____
[State -2, Helper]
type = Helper
trigger1 = movecontact
trigger1 = !numhelper(stateno)
helpertype = normal
name = "Comboing Helper"
ID = stateno
stateno = 20000
pos = 99999,9999
keyctrl = 0
ignorehitpause = 1
persistent = 0

;_____________AI STUFF_________
;_MISUZU_COL AI ZC_Override
[state -2, BURST]
type = SelfState
triggerall = life < 250
triggerall = Var(44) = 3
triggerall = Life > 0
trigger1 = movetype = H
value = 85300
ignorehitpause = 1

[state -2, KO]
type = selfstate
triggerall = var(44) = 3
trigger1 = life = 0
trigger1 = Movetype != H
value = 5050
;_______Falcon Punch Finish___
[state -2]
type = assertspecial
trigger1 = Fvar(14) = 1
flag = nomusic
;_______Hurt sounds________
[state -2]
type = playsnd
triggerall = Alive
triggerall = random%2 = 0
triggerall = hitshakeover
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5070
channel = 0
value = S5000,(random%3)

;_________Falcon Punch Finish_______
[state -2]
type = Helper
trigger1 = Fvar(14) = 1
trigger1 = Roundstate = 3
trigger1 = numhelper(36) = 0
ID = 36
stateno = 36800
helpertype = normal
name = "Falcon Punch Finish"
pos = 0,0
postype = left
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
IGNOREHITPAUSE = 1
;_________Kanna Finish_______
[state -2]
type = Helper
triggerall = Roundstate = 3
triggerall = numhelper(36) = 0
trigger1 = stateno = 3600
trigger2 = Stateno = 3500
trigger3 = Stateno = 3703
trigger4 = Stateno = 3400
ID = 36
stateno = 36801
helpertype = normal
name = "Kanna Finish"
pos = 0,0
postype = left
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
IGNOREHITPAUSE = 1
;_________Misuzu Finish_______
[state -2]
type = Helper
triggerall = Roundstate = 3
triggerall = numhelper(36) = 0
trigger1 = stateno = [3000,3005]
trigger2 = Stateno = [3100,3105]
trigger3 = !ishelper
trigger3 = Helper(4000),Stateno = 4210 || Projhit(4225) = 1 || Helper(4000),Stateno = 4230
trigger4 = Stateno = 11002
trigger5 = Stateno = [10000,10005]
ID = 36
stateno = 36802
helpertype = normal
name = "Misuzu Finish"
pos = 0,0
postype = left
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
IGNOREHITPAUSE = 1

;[State DAMAGE: VarSet]
;type = VarSet
;trigger1 = Movecontact
;FV = 25
;value = Floor(target,GetHitVar(Damage))
;persistent = 0
;ignorehitpause = 1
;______________________
;Dungris
[state RECOIL]
type = Varset
trigger1 = NumHelper(45900) = 0
FV = 26
value = 0

[state RECOIL]
type = Helper
trigger1 = Var(10) <= 10
trigger1 = NumHelper(45900) = 0
trigger1 = ctrl
stateno = 45900
keyctrl = 0
ownpal = 1
helpertype = Normal

[state RECOIL]
type = changestate
trigger1 = Stateno != 160
trigger1 = FVar(26) = 1
trigger1 = Statetype = S
trigger1 = ctrl && Stateno = [120,162]
value = 160

[state RECOIL]
type = changestate
trigger1 = Stateno != 161
trigger1 = FVar(26) = 1
trigger1 = Statetype = C
trigger1 = ctrl && Stateno = [120,162]
value = 161

[state RECOIL]
type = changestate
trigger1 = Stateno != 162
trigger1 = FVar(26) = 1
trigger1 = Statetype = A
trigger1 = ctrl && Stateno = [120,162]
value = 162

;_________The Mysterious Fvar(35)______
[state -2]
type = lifeadd
trigger1 = !ishelper
trigger1 = roundstate = 2
trigger1 = Fvar(35) = 1
value = random%5 - random%5

[state -2]
type = posadd
trigger1 = !ishelper
trigger1 = roundstate = 2
trigger1 = Fvar(35) = 3
x = ifelse(p2dist x > 0, -2,ifelse(p2dist x < 0, 2, 0))
ignorehitpause = 0

[state -2]
type = veladd
trigger1 = !ishelper
trigger1 = roundstate = 2
trigger1 = Fvar(35) = 4
trigger1 = statetype = A
trigger1 = Movetype != H || stateno = 5071 || stateno = 5050 || stateno = 5040
trigger1 = stateno != [100,101]
trigger1 = stateno != [105,106]
trigger1 = stateno != 110
trigger1 = stateno != 115
trigger1 = stateno != [2100,2107]
trigger1 = stateno != [1100,1105]
trigger1 = stateno != [1110,1115]
trigger1 = stateno != [1120,1125]
y = .75
ignorehitpause = 0
;____________
[statedef 36800]
type = A
movetype = I
physics = N
anim = 99999

[state Score Add]
type = ParentVarAdd
trigger1 = time = 0
Fv = 30
Value = 100

[state 36800]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 36800, Explod]
type = Explod
trigger1 = time = 0
anim = 31021
ID = 31021
pos = 0,0
postype = left
bindtime = -1
removetime = -2
scale = 0.5,0.5
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
persistent = 0
;____________
[statedef 36801]
type = A
movetype = I
physics = N
anim = 99999

[state Score Add]
type = ParentVarAdd
trigger1 = time = 0
Fv = 30
Value = 100

[state 36801]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 36801, Explod]
type = Explod
trigger1 = time = 0
anim = 31022
ID = 31022
pos = 0,0
postype = left
bindtime = -1
removetime = -2
scale = 0.5,0.5
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
persistent = 0
;____________
[statedef 36802]
type = A
movetype = I
physics = N
anim = 99999

[state Score Add]
type = ParentVarAdd
trigger1 = time = 0
Fv = 30
Value = 100

[state 36802]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 36802, Explod]
type = Explod
trigger1 = time = 0
anim = 31023
ID = 31023
pos = 0,0
postype = left
bindtime = -1
removetime = -2
scale = 0.5,0.5
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
persistent = 0
;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.1>

[Statedef 31010]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 7

[State 31010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBG
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31010, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(0) = 0.04
ignorehitpause = 1

[State 31010, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(1) = 0.25
ignorehitpause = 1

[State 31010, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 10
ignorehitpause = 1

[State 31010, カットイン]
type = Explod
trigger1 = Time = 1
anim = 31015
ID = 31015
postype = back
pos = 240,0
facing = 1
bindtime = -1
removetime = 16
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7

[State 31010, カットイン処理]
type = ModifyExplod
trigger1 = Time >= 1
trigger1 = Time < 17
ID = 31015
scale = 0.5*(2-((Time-11)*0.2)),0.5*(2-((Time-11)*0.2))
postype = back
pos = 240-var(0),0
supermovetime = 9999

[State 31010, カットイン]
type = Explod
trigger1 = Time = 17
anim = 31016
ID = 31016
postype = back
pos = 80,0
vel = -0.5,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31010, DestroySelf]
type = DestroySelf
trigger1 = Time > 55

;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.1>

[Statedef 31011]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 7

[State 31011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBG
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31011, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(0) = 0.04
ignorehitpause = 1

[State 31011, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(1) = 0.25
ignorehitpause = 1

[State 31011, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 10
ignorehitpause = 1

[State 31011, カットイン]
type = Explod
trigger1 = Time = 1
anim = 31017
ID = 31017
postype = back
pos = 240,0
facing = 1
bindtime = -1
removetime = 16
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7

[State 31011, カットイン処理]
type = ModifyExplod
trigger1 = Time >= 1
trigger1 = Time < 17
ID = 31017
scale = 0.5*(2-((Time-11)*0.2)),0.5*(2-((Time-11)*0.2))
postype = back
pos = 240-var(0),0
supermovetime = 9999

[State 31011, カットイン]
type = Explod
trigger1 = Time = 17
anim = 31018
ID = 31018
postype = back
pos = 80,0
vel = -0.5,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31011, DestroySelf]
type = DestroySelf
trigger1 = Time > 55

;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.1>

[Statedef 31012]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 7

[State 31012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBG
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31012, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(0) = 0.04
ignorehitpause = 1

[State 31012, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(1) = 0.25
ignorehitpause = 1

[State 31012, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 10
ignorehitpause = 1

[State 31012, カットイン]
type = Explod
trigger1 = Time = 1
anim = 31019
ID = 31019
postype = back
pos = 240,0
facing = 1
bindtime = -1
removetime = 16
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7

[State 31012, カットイン処理]
type = ModifyExplod
trigger1 = Time >= 1
trigger1 = Time < 17
ID = 31019
scale = 0.5*(2-((Time-11)*0.2)),0.5*(2-((Time-11)*0.2))
postype = back
pos = 240-var(0),0
supermovetime = 9999

[State 31012, カットイン]
type = Explod
trigger1 = Time = 17
anim = 31020
ID = 31020
postype = back
pos = 80,0
vel = -0.5,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31012, DestroySelf]
type = DestroySelf
trigger1 = Time > 55

;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.2>

[Statedef 31013]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 7

[State 31013, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBG
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31013, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(0) = 0.04
ignorehitpause = 1

[State 31013, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(1) = 0.25
ignorehitpause = 1

[State 31013, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 10
ignorehitpause = 1

[State 31013, カットイン]
type = Explod
trigger1 = Time = 1
anim = 31024
ID = 31024
postype = back
pos = 240,0
facing = 1
bindtime = -1
removetime = 16
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7

[State 31013, カットイン処理]
type = ModifyExplod
trigger1 = Time >= 1
trigger1 = Time < 17
ID = 31024
scale = 0.5*(2-((Time-11)*0.2)),0.5*(2-((Time-11)*0.2))
postype = back
pos = 240-var(0),0
supermovetime = 9999

[State 31013, カットイン]
type = Explod
trigger1 = Time = 17
anim = 31025
ID = 31025
postype = back
pos = 80,0
vel = -0.5,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31013, DestroySelf]
type = DestroySelf
trigger1 = Time > 55

;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.3>

[Statedef 31014]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 7

[State 31014, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBG
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31014, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(0) = 0.04
ignorehitpause = 1

[State 31014, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(1) = 0.25
ignorehitpause = 1

[State 31014, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 10
ignorehitpause = 1

[State 31014, カットイン]
type = Explod
trigger1 = Time = 1
anim = 31026
ID = 31026
postype = back
pos = 240,0
facing = 1
bindtime = -1
removetime = 16
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7

[State 31014, カットイン処理]
type = ModifyExplod
trigger1 = Time >= 1
trigger1 = Time < 17
ID = 31026
scale = 0.5*(2-((Time-11)*0.2)),0.5*(2-((Time-11)*0.2))
postype = back
pos = 240-var(0),0
supermovetime = 9999

[State 31014, カットイン]
type = Explod
trigger1 = Time = 17
anim = 31027
ID = 31027
postype = back
pos = 80,0
vel = -0.5,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31014, DestroySelf]
type = DestroySelf
trigger1 = Time > 55
;______________
[statedef 33000]
type = S
movetype = A
physics = N
anim = 99999
ctrl = 0

[State 33000, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 100
add = 256,-256,-256

[state 33000]
type = playsnd
trigger1 = time = 0
value = 3800,0

[State 33000, SuperPause]
type = Pause
trigger1 = time = 0
time = 100
move = 99999
movetime = 99999
