;すてーと35000台・ゲット武器関連と、武器ゲット技をまとめ。
;35000台から現在武器に応じて派生する。35010台から特殊武器。
;ゲット技は別管轄とする。（こちらは3500台。）
;sffは35**で管理し、0番は武器アイコン、1番は武器名とする 以後必要に応じて差し込んでく
;これの999番にフィニッシュ時のカットインを入れる。
;airにて35**#で画像管理。35**0アイコン、**1武器名、以下略。**9はフィニッシュカット。
;enemyNear,nameで掴んだ敵を判定するつもり。
;相手のステートも監視して、同キャラでのBGM重複を避けたほうがいいか。
;36000番はエネルギーが切れたあとの処理担当。ステート-2-3で発動させる。
;とりがーは名前と特殊武器を管理するVer(*)で。

;ここでは都合上パワーＭＡＸ関連もまとめておく。

;日本の外の皆さんへ
;「Sasuga Fighting ROBERT」は「SUPER FIGHTING ROBOT」の空耳です。
;To you outside Japan
;"Sasuga Fighting ROBERT" is a mishearing of "SUPER FIGHTING ROBOT". 

[Statedef 860]
type = S
physics = S
movetype = I
anim = 2001
ctrl = 0
poweradd = -1000;
velset = 0,0

[State MAXSound]
type = PlaySnd
Trigger1 = Time = 0
Value = 0,21
Channel = 1;SE

[State MAXVOICE]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 0
Value = 1,19;死のメッセージカードだ！
Channel = 0;VC


[State -1];ちょっとこりたいとこ
type = Explod
Trigger1 = Time = 0
postype = p1
pos = -18,-85
anim = 4004
sprpriority = 3

;5int	サブゲージ・現在の装備武器判定　0は無装備　-1はパワーＭＡＸ　1-*****はそれぞれの武器
;6int	サブゲージ　0-3000
;7int	サブゲージ関連で使うかもしれない

[State VarSet1]
Type = Varset
Trigger1 = Time = 0
var(5) = -1

[State VarSet2]
Type = Varset
Trigger1 = Time = 0
var(6) = 3000;ゲージ上限の３０００をセット

[State GuageON]
type = Helper
trigger1 = Time = 0;
trigger1 = !Numhelper(10010)
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1
;facing = facing*ifelse(teamside=1,1,-1);２ｐ側なら逆を向く

[State return]
type = ChangeState
Trigger1 = Time > 30;一定時間を過ぎたら
value = 0
ctrl = 1

;---------------------------------
[Statedef 10010]
ctrl = 0
anim = 99999999;10010
ownpal = 1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State Offset]
type = Varset
;trigger1 = Time = 0
trigger1 = !NumPartner ;パートナーがいない　Teammodeでの判定は推奨されない？
trigger2 = NumPartner ;パートナーがいます　Teammodeでの判定は推奨されない？
trigger2 = (partner,ID) > (parent,ID);パートナーＩＤがプレイヤーIDより小さい＝自分は3Pである
var(10) = 0;通常のオフセットは0である

;　partner,***で色々調べてゲージ可変を可能にしたい！
;　または、制限をかけるか・・・？
[State Offset]
type = Varset
;trigger1 = Time = 0
trigger1 = NumPartner ;パートナーがいます　Teammodeでの判定は推奨されない？
trigger1 = (partner,ID) < (parent,ID);パートナーＩＤがプレイヤーIDより小さい＝自分は3Pである
var(10) = 16;

[State Varset]
Type = VarSet
Trigger1 = (parent,Stateno = 35462) && movehit;特殊演出時・下に移動し見えなくしておく
Trigger2 = (parent,Stateno = 35463)
Trigger3 = enemy(0),name = "HAKUREI"
Trigger3 = ( (enemy(0),Stateno = 1120) && enemy(0),movehit ) || (enemy(0),Stateno = 1121)
Trigger4 = numenemy > 1;一人以上敵がいた場合判断
Trigger4 = enemy(1),name = "HAKUREI"
Trigger4 = ( (enemy(1),Stateno = 1120) && enemy(1),movehit ) || (enemy(1),Stateno = 1121)
Trigger5 = enemy(0),name = "MEGAMARI"
Trigger5 = ( (enemy(0),Stateno = 35462) && enemy(0),movehit ) || (enemy(0),Stateno = 35463)
Trigger6 = numenemy > 1;一人以上敵がいた場合判断
Trigger6 = enemy(1),name = "MEGAMARI"
Trigger6 = ( (enemy(1),Stateno = 35462) && enemy(1),movehit ) || (enemy(1),Stateno = 35463)
var(10) = -60;Y座標を上へ上へ

[State GuageFRAME 1p]
type = explod
trigger1 = !NumExplod(10010)
trigger1 = teamside = 1;1p側
anim = 10010;ゲージフレーム
id = 10010
postype = left
pos = 45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 5
facing = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State GuageFRAME 1p]
type = modifyexplod
trigger1 = NumExplod(10010)
trigger1 = teamside = 1;1p側
id = 10010
postype = left
pos = 45,35+var(10);暫定
[State GuageFRAME_B 1p]
type = explod
trigger1 = !NumExplod(10016)
trigger1 = teamside = 1;1p側
anim = 10013;ゲージフレームバック
id = 10016
postype = left
pos = 45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 3
facing = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State GuageFRAME_B 1p]
type = modifyexplod
trigger1 = NumExplod(10016)
trigger1 = teamside = 1;1p側
id = 10016
postype = left
pos = 45,35+var(10);暫定

[State GuageFRAME 2p]
type = explod
trigger1 = !NumExplod(10010)
trigger1 = teamside = 2;2p側
anim = 10010;ゲージフレーム
id = 10010
postype = right;left
pos = -45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 5
facing = -1
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State GuageFRAME 2p]
type = modifyexplod
trigger1 = NumExplod(10010)
trigger1 = teamside = 2;2p側
id = 10010
postype = right;left
pos = -45,35+var(10);暫定
[State GuageFRAME_b 2p]
type = explod
trigger1 = !NumExplod(10016)
trigger1 = teamside = 2;2p側
anim = 10013;ゲージフレームバック
id = 10016
postype = right;left
pos = -45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 3
facing = -1
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State GuageFRAME_b 2p]
type = modifyexplod
trigger1 = NumExplod(10016)
trigger1 = teamside = 2;2p側
id = 10016
postype = right;left
pos = -45,35+var(10);暫定

[State Guagebar 1p]
type = explod
trigger1 = !Numexplod(10011)
trigger1 = teamside = 1;1p側
anim = 10011;ゲージばー
id = 10011
postype = left
pos = 133,40+var(10);暫定
sprpriority = 4
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = -1;反対を向かす
pausemovetime = -1
supermovetime = -1
scale = 1,1

[State Guagebar 2p]
type = explod
trigger1 = !Numexplod(10011)
trigger1 = teamside = 2;2p側
anim = 10011;ゲージばー
id = 10011
postype = right
pos = -133,40+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 4
facing = 1;反対を向かす
pausemovetime = -1
supermovetime = -1
scale = 1,1

;あいこん
[State COUNTERRESET  10]
type = removeexplod
triggerall = numexplod(10012)
Trigger1 = var(15) != parent,var(5);前回と違っているか？
id = 10012;あいこんを一旦黙らせる

[State Varset 10]
type = varset
Trigger1 = var(15) != parent,var(5);前回と違っているか？
var(15) = parent,var(5)

[State MAXICON 1p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) = -1;ＭＡＸ状態である
anim = 10012;MAXあいこん
id = 10012
postype = left
pos = 50,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State MAXICON 1p]
type = modifyexplod
trigger1 = Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) = -1;ＭＡＸ状態である
id = 10012
postype = left
pos = 50,37+var(10);暫定

[State MAXICON 2p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) = -1;ＭＡＸ状態である
anim = 10012;MAXあいこん
id = 10012
postype = right
pos = -76,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;反対を向かす
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State MAXICON 2p]
type = modifyexplod
trigger1 = Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) = -1;ＭＡＸ状態である
id = 10012
postype = right
pos = -76,37+var(10);暫定

[State AXELICON 1p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) = -2;AXEL状態である
anim = 10014;AXELあいこん
id = 10012
postype = left
pos = 50,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State AXELICON 1p]
type = modifyexplod
trigger1 = Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) = -2;AXEL状態である
id = 10012
postype = left
pos = 50,37+var(10);暫定

[State AXELICON 2p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) = -2;AXEL状態である
anim = 10014;AXELあいこん
id = 10012
postype = right
pos = -76,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;反対を向かす
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State AXELICON 2p]
type = modifyexplod
trigger1 = Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) = -2;AXEL状態である
id = 10012
postype = right
pos = -76,37+var(10);暫定

[State WPNICON 1p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+((parent,var(5))*10);ぶきアイコン
id = 10012;アイコンIDを共用したほうが効率がよさげ
postype = left
pos = 65,37+var(10);暫定
ownpal = 0
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 4
ontop = 1
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNICON 1p]
type = modifyexplod
trigger1 = Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10012;アイコンIDを共用したほうが効率がよさげ
postype = left
pos = 65,37+var(10);暫定

[State WPNICON 2p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+((parent,var(5))*10);ぶきアイコン
id = 10012;アイコンIDを共用したほうが効率がよさげ
postype = right
pos = -76,37+var(10);暫定
sprpriority = 4
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNICON 2p]
type = modifyexplod
trigger1 = Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10012;アイコンIDを共用したほうが効率がよさげ
postype = right
pos = -76,37+var(10);暫定

[State WPNNAME 1p]
type = explod
trigger1 = !Numexplod(10013)
trigger1 = NumPartner = 0;パートナーがいない場合
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35001+((parent,var(5))*10);ぶきの名前
id = 10013;武器名ＩＤは10013にする
postype = left
pos = 46,52+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 4
ontop = 1
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNNAME 1p]
type = modifyexplod
trigger1 = Numexplod(10013)
trigger1 = NumPartner = 0;パートナーがいない場合
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10013;武器名ＩＤは10013にする
postype = left
pos = 46,52+var(10);暫定

[State WPNNAME 2p]
type = explod
trigger1 = !Numexplod(10013)
trigger1 = NumPartner = 0;パートナーがいない場合
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35001+((parent,var(5))*10);ぶきの名前
id = 10013;武器名ＩＤは10013にする
postype = right
pos = -138,52+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 4
ontop = 1
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNNAME 2p]
type = modifyexplod
trigger1 = Numexplod(10013)
trigger1 = NumPartner = 0;パートナーがいない場合
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10013;武器名ＩＤは10013にする
postype = right
pos = -138,52+var(10);暫定

;カウンターに関しては、Helper側でvarを持つ。
;15 現在のゲージモード　0 ノーマル　1~武器　-1 MAX -2 AXEL
;2　現在の残量
;0　１の位　1 10の位
;前回の値を保存し、今回の値が違ってた場合カウンターを更新させる。

;消費量　3000/var7
;現在ＥＮ/消費量

[State COUNTERWPN]
type = varset
Trigger1 = var(2) != floor( abs(parent,var(6)) / ( abs(3000.0) /abs(parent,var(7)) ) )
var(2) = floor(abs(parent,var(6)) / ( abs(3000.0) /abs(parent,var(7))))
[State COUNTERWPN]
type = varset
Trigger1 = var(2) >= abs(parent,var(7))
var(2) = abs(parent,var(7))

[State COUNTERRESET  1]
type = removeexplod
triggerall = numexplod(10014)
Trigger1 = var(0) != abs(var(2))%10;１の位は前回と違っているか？
id = 10014;1の位のカウンターを一旦黙らせる

[State COUNTERRESET  10]
type = removeexplod
triggerall = numexplod(10015)
Trigger1 = var(1) != floor(abs(var(2))*.1)%10;10の位は前回と違っているか？
id = 10015;10の位のカウンターを一旦黙らせる

[State Varset  1]
type = varset
Trigger1 = var(0) != abs(var(2))%10;１の位は前回と違っているか？
var(0) = abs(var(2))%10;

[State Varset 10]
type = varset
Trigger1 = var(1) != floor(abs(var(2))*.1)%10;10の位は前回と違っているか？
var(1) = floor(abs(var(2))*.1)%10

[State WPNCOUNTER_1 1p]
type = explod
trigger1 = !Numexplod(10014)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(0);ぶきかうんたー１の位
id = 10014;アイコンID 1の位は10014
postype = left
pos = 57,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_1 1p]
type = modifyexplod
trigger1 = Numexplod(10014)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10014;アイコンID 1の位は10014
postype = left
pos = 57,38+var(10);暫定

[State WPNCOUNTER_10 1p]
type = explod
trigger1 = !Numexplod(10015)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(1);ぶきかうんたー10の位
id = 10015;アイコンID 1の位は10014
postype = left
pos = 52,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_10 1p]
type = modifyexplod
trigger1 = Numexplod(10015)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10015;アイコンID 1の位は10014
postype = left
pos = 52,38+var(10);暫定

[State WPNCOUNTER_1 2p]
type = explod
trigger1 = !Numexplod(10014)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(0);ぶきかうんたー１の位
id = 10014;アイコンID 1の位は10014
postype = right
pos = -54,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_1 2p]
type = modifyexplod
trigger1 = Numexplod(10014)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10014;アイコンID 1の位は10014
postype = right
pos = -54,38+var(10);暫定

[State WPNCOUNTER_10 2p]
type = explod
trigger1 = !Numexplod(10015)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(1);ぶきかうんたー10の位
id = 10015;アイコンID 1の位は10014
postype = right
pos = -59,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_10 2p]
type = modifyexplod
trigger1 = Numexplod(10015)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
id = 10015;アイコンID 1の位は10014
postype = right
pos = -59,38+var(10);暫定

[State Guagemove 1P]
type = ModifyExplod
trigger1 = NumExplod(10011)
trigger1 = teamside = 1;1p側
id = 10011
postype = left
pos = 133,40+var(10);暫定
scale = ifelse((parent,var(6)) > 3000,1.0,(parent,var(6))/3000.0),1
ignorehitpause = 1
[State Guagemove 2P]
type = ModifyExplod
trigger1 = NumExplod(10011)
trigger1 = teamside = 2;2p側
id = 10011
postype = right
pos = -133,40+var(10);暫定
scale = ifelse((parent,var(6)) > 3000,1.0,(parent,var(6))/3000.0),1
ignorehitpause = 1
;ぱわーＭＡＸのゲージはState-2-3でやっとく！


[State GuageDelete]
type = Removeexplod;ふれーむ消去
triggerall = NumExplod(10010);10010番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
trigger2 = RoundState >= 3;勝負が決まった場合ゲージ消去
id = 10010

[State GuageDelete]
type = Removeexplod;ばー消去
triggerall = NumExplod(10011);10011番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
trigger2 = RoundState >= 3;勝負が決まった場合ゲージ消去
id = 10011

[State GuageDelete]
type = Removeexplod;アイコン消去
triggerall = NumExplod(10012);10012番
trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
trigger2 = RoundState >= 3;勝負が決まった場合ゲージ消去
id = 10012

[State GuageDelete]
type = Removeexplod;ぶきねーむ消去
triggerall = NumExplod(10013);10013番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
trigger2 = RoundState >= 3;勝負が決まった場合ゲージ消去
id = 10013

[State GuageDelete]
type = Removeexplod;カウンター消去
triggerall = NumExplod(10014);10014番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
trigger2 = RoundState >= 3;勝負が決まった場合ゲージ消去
id = 10014

[State GuageDelete]
type = Removeexplod;カウンター消去
triggerall = NumExplod(10015);10015番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
trigger2 = RoundState >= 3;勝負が決まった場合ゲージ消去
id = 10015

[State GuageDelete]
type = Removeexplod;バック消去
triggerall = NumExplod(10016);10016番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
trigger2 = RoundState >= 3;勝負が決まった場合ゲージ消去
id = 10016

[State EndGuage];ゲージ消滅
type = Destroyself
;trigger1 = parent,var(5) = -1
;trigger1 = (parent,var(6)) <= 0 ;パワーＭＡＸのときはゲージがなくなったら消えます　暫定処理
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー

[State MAX2];MAX2用
type = PalFX
trigger1 = parent,var(5) = -1
trigger1 = parent,var(6) > 0;var6がある
trigger1 = parent,life < 300;ピンチ
trigger1 = Time%4 = 0
time = 2
add = 80,80,80

[State -2,AxelBG];AXEL用
type = BGPalFX
trigger1 = parent,var(5) = -2;あくせる
;trigger1 = parent,var(6) >= 0;var6がある
trigger1 = gameTime % 2 = 0;TimeMod = 2,0
time = 2;目にやさしくしたい時は値を２にした上で下の魔砲虹のownpalを０にしてください
add = 80,80,80
;mul = 128,64,256;256-((Time % 16)*8),256-(((Time + 11) % 32)*8),256-(((Time + 22) % 32)*8)
;color = 0;グレースケール
color = 96;色彩うすめに。

[State Clip]
type = null;DisplayToClipboard
trigger1 = NumPartner ;パートナーがいます　Teammodeでの判定は推奨されない？
text = "parent = %d partner = %d\nVar10 = %d"
params = (parent,ID),(partner,ID),var(10)

;--------------------------------------------------------------
[Statedef 3500];武器ゲット技
type    = S
movetype= A
physics = N
velset = 0,0
anim = 80001

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 48, -50
anim = S4050;S***で自分のだったけ
sound = S0,22;20, 0
poweradd = 0;-1000
time = 60;停止時間 (int)
;movetime = 60;停止無視時間 (int)

[State VarInit]
type = Varset;このステートに来たということはVar5は0ということになるけど、念のため
Trigger1 = Time = 0
var(5) = 0

;FAY418氏のステート
[State VarSet 武器をセット]
type = varset
trigger1 = var(5) = 0
trigger1 = time = 0
var(5) = var(9)

[State VarSet 武器を奪う]
type = varset
trigger1 = target,name = "MegaMari"	;奪う
trigger1 = target,authorname = "RockMARISA"
trigger1 = target,var(5) > 0		;お前なんか装備してるじゃねえか
trigger1 = var(5) = 0			;自分は装備してないな…
trigger1 = time = 0
var(5) = target,var(5)			;よこせ！

[State VerSet OHAOH 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 1;覇王翔吼拳である
var(7) = 3;3発撃てる

[State VerSet SHORYU 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 2;真昇竜である
var(7) = 2;2発

[State VerSet SHE-VENOM 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 3;べのむまりさである
var(7) = 3;3発

[State VerSet DARKANGEL 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 4;だーくえんじぇるである
var(7) = 3;3発

[State VerSet STRIDER 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 5;サイファーである
var(7) = 2;2発

[State VerSet XMAS 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 6;くりすますである
var(7) = 1;1発

[State VerSet RASING 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 7;れいじんぐである
var(7) = 3;3発
[State VerSet RASHOMON];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 8;れいじんぐである
var(7) = 2;2発

[State VerSet KAIBA 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 9;社長である
var(7) = 1;1発

[State VerSet HERO(lol) 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 10;(笑)である
var(7) = 2;2発

[State VerSet HYPERBOMB 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 11;ぼむである
var(7) = 6;6発

[State VerSet ROCKS 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 12;うたである
var(7) = 3;3発

[State VerSet OROCHINAGI 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 13;おろちである
var(7) = 3;3発

[State VerSet YAMIDOUKOKU 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 14;神父である
var(7) = 1;3発

[State VerSet UNSOU 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 15;運送である
var(7) = 2;3発

[State VerSet JAGIGIGI 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 16;じゃぎである
var(7) = 2;3発

[State VerSet KEEEEEEEEEN!!!!! 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 17;ヒエイケンである
var(7) = 2;3発

[State VerSet KEEEEEEEEEN!!!!! 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 18;残悔である
var(7) = 1;一発

[State VerSet KEEEEEEEEEN!!!!! 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 19;天破活殺である
var(7) = 2;２発

[State VerSet WRRYYYYYYYYYY 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 20;タンクである
var(7) = 1;1発

[State VerSet SIOGOROSI 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 21;春菊である
var(7) = 1;1発

[State VerSet SIOGOROSI 2];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 22;味噌煮である
var(7) = 1;1発

[State VerSet OIi?];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 23;おいィ？
var(7) = 1;1発

[State VerSet GAREGGA];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 24;ドッゴラァ
var(7) = 2;2発

[State VerSet GENOCIDE];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 25;審査員
var(7) = 2;2発

[State VerSet ICHIGO];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 26;いやっほーぅ！
var(7) = 2;2発

[State VerSet IWBTG];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 27;GAMEOVER
var(7) = 1;1発

[State VerSet DRAK];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 28;おいィ
var(7) = 1;1発

[State VerSet SUGOI];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 29;反射
var(7) = 10;10発

[State VerSet 891];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 30;厄
var(7) = 1;1発

[State VerSet KRAUSER-SAN];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 31;１秒間１０カイザー
var(7) = 3;３発

[State VerSet HAMMER];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 32;ハンマー状態
var(7) = 1;1発

[State VerSet BELMONT];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 33;光あれ！
var(7) = 1;1発

[State VerSet KAPPARIDE];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 34;他人の気がしないわね
var(7) = 1;1発

[State VerSet BUNNY];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 35;そういう使い方じゃねえからこれ！
var(7) = 2;2発

[State VerSet YUNOMI];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 36;湯のみで一服？
var(7) = 2;2発

[State VerSet KANAME];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 37;みごとな桃だと感心はするがどこもおかしくはない
var(7) = 2;2発

[State VerSet TORD];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 38;ウッーウッーウマウマ
var(7) = 1;1発

[State VerSet UFO];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 39;決してあの銃使いではない
var(7) = 1;1発

[State VerSet YUKKURI];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 40;ゆっくりしていってね！
var(7) = 3;3発

[State VerSet NUCLEAR];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 41;ファイヤァー
var(7) = 1;1発

[State VerSet STEAK];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 42;Ｇ・インパクトステーク！
var(7) = 1;1発
;var(7) = 6;6発 原作だと６発だけど多すぎるｗ

[State VerSet *smirk*];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 43;フフフ・・・
var(7) = 1;1発

[State VerSet MAPW];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 44;５００万円
var(7) = 2;2発

[State VerSet DRILL];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 45;ドリルがルンルン　クルルンルン
var(7) = 2;2発

[State VerSet KICK];もう一つ設定が必要なので、var(5)をトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 46;究極ゥゥゥゥ！ゲェシュペンストォ！キィィィィィィィィック！！！
var(7) = 1;1発


;現在、武器は３０種類。以下随時更新

[State VarSet]	;奪った場合使用回数依存
type = varset
trigger1 = target,name = "MegaMari"
trigger1 = target,authorname = "RockMARISA"
trigger1 = var(5) > 0
v = 7
value = target,var(7)

[State Guage];装備できたならゲージを発生させる
type = Varset;げーじ残量にプラス
Trigger1 = var(5) > 0;1以上だった場合
var(6) = 1;3000

[State GuageON]
type = Helper
Trigger1 = var(5) > 0;武器をそうびしている状態なら
trigger1 = Time = 1;
trigger1 = !Numhelper(10010)
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1
;facing = facing*ifelse(teamside=1,1,-1);２ｐ側なら逆を向く

[State Pause];すーぱーぽーず後、通常のポーズをちょっとだけ
type = Pause;装備したかどうかでポーズ時間を変動さしる
trigger1 = time = 0
time = 30
movetime = 30

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = Explod;すかごぶりん
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
anim = 3500
id = 3500
postype = LEFT
pos = 60, 10
sprpriority = -3
ownpal = 1
bindtime = -1
removetime = 30
supermove = 1
persistent = 0
scale = 2,2

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = PlaySnd;
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
value = S0,37;ブー

[State HANTEI ATARI];
type = Explod;装備した場合
Trigger1 = var(5) > 0;武器をそうびしている状態なら
Trigger1 = Time = 1
anim = 3501
id = 3501
postype = p1
pos = 20, -60
sprpriority = -3
ownpal = 1
ontop = 1
bindtime = -1
removetime = 30
supermove = 1
pausemovetime = 99999999
persistent = 0
scale = 1,1

[State HANTEI ATARI 2];上のにエフェクトかけます
type = ModifyExplod
trigger1 = Time < 28
trigger1 = Numexplod(3501)
ID = 3501
pausemovetime = 99999999
scale = 1.0-(Time/30.0),1.0-(Time/30.0)

[State HANTEI ATARI 3];エフェクトもういっこ！
type = Explod
Trigger1 = var(5) > 0;武器をそうびしている状態なら
trigger1 = Time = 20
ID = 3502
anim = 4004
postype = p1
pos = 20, -60
sprpriority = 3
ownpal = 1
ontop = 1
bindtime = -1
supermove = 1
pausemovetime = 99999999
persistent = 0
scale = 1,1


[State HANTEI ATARI BGMSTOP];BGMを停止させる
type = varset
;Trigger1 = var(5) > 0;1以上＝装備した場合
Trigger1 = Time = 1
var(20) = 1;BGM停止

[State -3,STOPBGM HELPER]
type = Helper
Trigger1 = Time = 1
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State HANTEI ATARI INTRO];BGM停止後、イントロ
type = PlaySnd
Trigger1 = var(5) > 0;1以上＝装備した場合
Trigger1 = var(5) != 27;特定の技の場合は例外
Trigger1 = Time = 1
value = 3,5;3
channel = 2;BGMチャンネル
persistent = 0
[State HANTEI IWBTG];
type = PlaySnd
Trigger1 = var(5) = 27;特定の技の場合
Trigger1 = Time = 1
value = 3527,10
channel = 2;BGMチャンネル
loop = 1
persistent = 0
[State Change];相手が本家Kidである場合
type = Removeexplod
Trigger1 = var(5) = 27;特定の技の場合
Trigger1 = Time = 1
Trigger1 = numtarget
Trigger1 = Target,Name = "IWBTG" 		;本家
ID = 3500
[State Change];相手が本家Kidである場合
type = Removeexplod
Trigger1 = var(5) = 27;特定の技の場合
Trigger1 = Time = 1
Trigger1 = numtarget
Trigger1 = Target,Name = "IWBTG" 		;本家
ID = 3501
[State HANTEI IWBTG];相手が本家Kidである場合
type = changeState
Trigger1 = var(5) = 27;特定の技の場合
Trigger1 = Time = 1
Trigger1 = numtarget
Trigger1 = Target,Name = "IWBTG" 		;本家
value = 35270;その場で昇天
ignorehitpause = 0

;上の後、はずれだったならもどる

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = StopSnd;
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
channel = 2;BGMチャンネル

[State HANTEI ATARI BGMON];BGM停止解除
type = varset
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
var(20) = 0;BGM停止

[State Change]
type = Removeexplod
trigger1 = Time = 30;1
ID = 3500

[State Change]
type = Removeexplod
trigger1 = Time = 30;1
ID = 3501

[State Change]
type = ChangeState
trigger1 = Time = 30;1
value = 3501
ctrl = 0

;---------------------------------
[Statedef 3501];武器ゲット技・判定後
type    = S
movetype= A
physics = N
anim = 80002

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 5
Trigger1 = var(5) > 0;武器が装備されてる
value = 1,ifelse(random < 555,5,6);りゃっ！えいっ！
channel = 0;VC

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
Trigger1 = var(5) = 0;武器が装備されてない
value = 1,45;チッ・・・！
channel = 0;VC

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 17

[State JumpAnim];
Type = Explod
trigger1 = AnimElem = 7
Anim = 4032;持ってるアニメを使う
Id = 4032
Postype = p2
Pos = 0,0
Ownpal = 1
Sprpriority = -1
Persistent = 0
Removeongethit = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
;trigger1 = AnimElem = 1
pos = 25,-20;28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(10) < 0
edge = 60,0

[State 810, Bind 2]
type = TargetBind
;trigger1 = AnimElemTime(2) < 0
trigger1 = AnimElem = 2
pos = 20,-25;0,0;28, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -35,-15;0,0;28, 0

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 20,-70;0,0;28, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50,-65;0,0;28, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 7
pos = 55,0;0,0;28, 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 6;11
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 6;11
value = 821

[State 810, Turn 12]
type = Turn;反対を向く！
trigger1 = AnimElem = 3;12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 6;15
x = -10

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) <= 0;装備してないならそのまま終了
value = 0
;value = 3501;武器入手ステート
ctrl = 1

[State 810, State Wpn]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) > 0;装備してるなら次のステートへ
value = 3502;武器入手ステート
ctrl = 0

;---------------------------------
[Statedef 3502];武器ゲット技・げっとだぜ
type    = S
movetype= A
physics = N
anim = 900;すぺるかーど

[State Pause];すーぱーぽーず後、通常のポーズをちょっとだけ
type = Pause;装備したかどうかでポーズ時間を変動さしる
trigger1 = time = 0
time = 80;190;252
movetime = 80;190;252

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State Animbind]
type = Null;ChangeAnim
trigger1 = Time = [25,80]
value = 900
elem = 3;3こま目をしばらく続行

[State Guage];装備できたならゲージを発生させる
type = Varadd;げーじ残量にプラス
trigger1 = !(target,name = "MegaMari")
trigger1 = !(target,authorname = "RockMARISA")
Trigger1 = var(5) > 0;1以上だった場合
var(6) = 38;16;3000

[State Guage]					;装備できたならゲージを発生させる
type = Varadd					;げーじ残量にプラス
trigger1 = target,name = "MegaMari"		;奪った
trigger1 = target,authorname = "RockMARISA"
Trigger1 = var(5) > 0				;1以上だった場合
var(6) = ceil(380 / (30000 / target,var(6)))	;残量に応じたスピードに

[State GuagePlus];回復音
type = PlaySnd
trigger1 = Time % 5 = 1
value = 0,38
;channel = 4;SE臨時
volume = -100
;persistent = 0

[State *,*];じゃきいいいいん
type = PlaySnd
trigger1 = AnimElem = 5;Time = 120;
value = 0,31;3,0
channel = 1;SEチャンネル
persistent = 0

[State *,*];ゲットだぜ！
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 5;Time = 120;
value = 1,39;3,0
channel = 0;VCチャンネル
persistent = 0

[State SasugaFightingROBERT];流石ファイティングロバート
type = PlaySnd
Trigger1 = var(5) != 27;特定の技の場合は例外
trigger1 = Time = 10;190;252
value = 3,4
channel = 2;BGMチャンネル
volume = -150
loop = 1
persistent = 0

[State Guage];装備できたならゲージを発生させる
type = Varset;げーじ残量にプラス
Trigger1 = var(5) > 0;1以上だった場合
trigger1 = Time >= 80;190;252;ころあいを見て通常状態に
var(6) = 3000

[State Guage]					;装備できたならゲージを発生させる
type = Varset					;げーじ残量にプラス
trigger1 = target,name = "MegaMari"		;奪った
trigger1 = target,authorname = "RockMARISA"
Trigger1 = var(5) > 0				;1以上だった場合
trigger1 = Time >= 80				;190;252;ころあいを見て通常状態に
var(6) = target,var(6)				;相手の残量に依存

[State 810, State End]
type = ChangeState
trigger1 = Time >= 80;190;252;ころあいを見て通常状態に
value = 0
ctrl = 1


;---------------------------------
[Statedef 3503];武器ゲット技・手動バージョン
type    = S
movetype= A
physics = N
ctrl = 0
anim = 900;すぺるかーど
velset = 0,0

;ゲージを消費してランダムに装備。ただしこれで装備した場合弾数は１で固定となる

[State HANTEI ATARI BGMSTOP];BGMを停止させる
type = Null;varset
trigger1 = Animelemtime(3) = 0;3こま目
var(20) = 1;BGM停止

[State -3,STOPBGM HELPER]
type = Helper
trigger1 = Animelemtime(3) = 0;3こま目
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State HANTEI ATARI INTRO];BGM停止後、イントロ
type = Null;PlaySnd
trigger1 = Animelemtime(3) = 0;3こま目
value = 3,5
channel = 2;BGMチャンネル
persistent = 0

;上の後、はずれだったならもどる

[State HANTEI ATARI BGMON];BGM停止解除
type = varset
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
trigger1 = Time >= 60
var(20) = 0;BGM停止

[State HANTEI ATARI INTRO];流石ファイティングロバート
type = Null;PlaySnd
Trigger1 = var(5) > 0;武器を装備したなら
trigger1 = Time >= 60
value = 3,4
channel = 2;BGMチャンネル
loop = 1
persistent = 0

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Animelemtime(3) = 0;[0,30];3こま目
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = Animelemtime(3) = 0;3こま目
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = Animelemtime(3) = 0;3こま目
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Animelemtime(3) = 0;3こま目
pos = 28, -43
anim = S4050;S***で自分のだったけ
sound = S0,22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 60;停止無視時間 (int)

[State WPNSET];ランダム装備
type = varrandom
trigger1 = Animelemtime(6) = 0;6こま目
v = 5
range = 1,46;現在実装されているナンバーまで。
[State WPNSET2];再抽選
type = varrandom;やばそうなものがヒットした時再抽選を行う
triggerall = Animelemtime(6) = 0;6こま目
trigger1 = var(5) = 6;みさいる
trigger2 = var(5) = 27;相手が至近距離の場合、引いた瞬間に爆発するｗ
v = 5
range = 1,46;現在実装されているナンバーまで。
[State WPNSET2];特定条件で装備を遠慮したいものを排除する。この場合パワーMAXに変化。
type = Null;varset
;trigger1 = var(5) = 3;3はsimulだとやばそうなので
;trigger1 = var(5) = 6;みさいる
trigger1 = teammode = simul
var(5) = -1
[State WPNSET DEBUGMODE];デバッグ用　特定の武器の動作を見たい時なんかに
Type = null;varset;Nullを外せば使える
trigger1 = Animelemtime(6) = 0;6こま目
var(5) = 8;ここに装備させたい武器の番号を入れる
[State BULLET];弾数は１
type = varset
trigger1 = var(5) > 0;装備されている
;var(7) = 98;実験 割り切れない数を設定した時どうするかを考えなくてはならない　対応した処理をHelperに差し込むか
var(7) = (Random % 3) + 1;これで弾数が1~3となる
;var(7) = 1;弾数１
persistent = 0
[State BULLET];特定技の場合
type = varset
trigger1 = var(5) = 29;流影陣
var(7) = var(7)*5;５倍にする
;var(7) = 1;弾数１
persistent = 0
;(3000/var(7))が割り切れる数であることが条件
[State BULLET];特定技の場合
type = varset
trigger1 = var(5) = 38;すわこ
var(7) = 1;弾数１
persistent = 0
;(3000/var(7))が割り切れる数であることが条件

[State Pause]
type = pause
trigger1 = Animelemtime(3) = 0;3こま目
time = 24;停止時間 (int)
movetime = 24;停止無視時間 (int)

[State Guage];装備できたならゲージを発生させる
type = Varset;げーじ残量にプラス
Trigger1 = var(5) > 0;1以上だった場合
trigger1 = Animelemtime(6) = 0;6こま目
var(6) = 3000

[State HANTEI IWBTG BGMSTOP];BGMを停止させる
type = varset
Trigger1 = var(5) = 27;特定の技の場合
trigger1 = Animelemtime(6) = 0;6こま目
var(20) = 1;BGM停止
[State -3,STOPBGM HELPER]
type = Helper
Trigger1 = var(5) = 27;特定の技の場合
trigger1 = Animelemtime(6) = 0;6こま目
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1
[State HANTEI IWBTG];
type = PlaySnd
Trigger1 = var(5) = 27;特定の技の場合
trigger1 = Animelemtime(6) = 0;6こま目
value = 3527,10
channel = 2;BGMチャンネル
loop = 1
persistent = 0

[State MAXSound]
type = PlaySnd
trigger1 = Animelemtime(6) = 0;6こま目
Value = 0,21
Channel = 1;SE

[State MAXVOICE]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelemtime(6) = 0;6こま目
Value = 1,42;ドローカード！
Channel = 0;VC

[State -1];ちょっとこりたいとこ
type = Explod
trigger1 = Animelemtime(6) = 0;6こま目
postype = p1
pos = -18,-85
anim = 4004
sprpriority = 3

[State POW];
type = PowerAdd
trigger1 = Animelemtime(6) = 0;6こま目
value = -1000

[State GuageON]
type = Helper
Trigger1 = var(5) != 0;武器をそうびしている状態なら
trigger1 = Animelemtime(6) = 0;6こま目
trigger1 = !Numhelper(10010)
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1
;facing = facing*ifelse(teamside=1,1,-1);２ｐ側なら逆を向く

[State 810, State End]
type = ChangeState
trigger1 = Time >= 60
value = 0
ctrl = 1

;---------------------------------
[Statedef 3600];特殊武器投棄・「手札を墓地に捨ててやるぜ！」
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3600;かーど投げ！
velset = 0,0

[State MUTEKI]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP

[State MAXVOICE]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = time = 0
Value = 1,46;手札を墓地に捨ててやるぜ
Channel = 0;VC

[State 3000, Super A]
type = SuperPause
trigger1 = animelemtime(2) = 0
pos = 0, -56
anim = S4050;S***で自分のだったけ
sound = S0,22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)

[State BUSTER]
type = Projectile
trigger1 = Animelemtime(4) = 0
id = 3600;敵判定用
projid = 3600
projanim = 3601
projhitanim = -1
;projhits = var(0)
projhits = 1
projmisstime = 2
projpriority = 30
projremove = 0;あたっても消えない
projremovetime = 10;アニメ終わった頃に消える
offset = 104,-55
velocity = 0, 0
accel = 0,0
attr = S, SP
animtype = Medium
damage    = 80,3
hitflag = MAFD
guardflag = MAF
pausetime = 3,0
sparkno = S4002
guard.sparkno = S4023
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -15
airguard.velocity = -5
air.velocity = -13,-3
air.juggle = 9
air.fall = 1
hitonce = 1

[State WPNSUB]
type = Varset
trigger1 = Animelemtime(4) = 0
Trigger1 = var(6) != 0
var(6) = 0

[State Varset]
type = varset
trigger1 = Animelemtime(4) = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State BGMOFF]
type = varset
trigger1 = Animelemtime(4) = 0
var(20) = 0

[State BGMOFF]
type = StopSnd
trigger1 = Animelemtime(4) = 0
channel = 2;BGM

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------
[Statedef 35000];武器発動技
type    = S
movetype= A
physics = S
ctrl = 0
;地上での特殊武器発動

[State WPNDRIVE]
type = ChangeState
trigger1 = var(5) > 0;ちゃんと武器は装備しているか？
trigger1 = var(6);げーじ大丈夫？
value = 35000+(var(5)*10);1なら、35000+(1*10)=35010へ飛ぶ
ctrl = 0

;[State WPN...?]
;type = ChangeState
;trigger1 = Time > 0;ちゃんと武器は装備しているか？
;value = 0;装備してないんじゃんよ〜もどれ。
;ctrl = 1
[State WPN...?]
type = ChangeState
trigger1 = 1;ちゃんと武器は装備しているか？
value = 220;装備してない場合、バスターが出る（ＰＳのロックマン８以降風味）
ctrl = 0
;---------------------------------
[Statedef 35005];武器発動技 空中
type    = A
movetype= A
;physics = N
ctrl = 0
;空中での特殊武器発動

[State WPNDRIVE]
type = null;ChangeState;保留
trigger1 = var(5) > 0;ちゃんと武器は装備しているか？
trigger1 = var(6);げーじ大丈夫？
value = 35000+(var(5)*10);1なら、35000+(1*10)=35010へ飛ぶ
ctrl = 0

;[State WPN...?]
;type = ChangeState
;trigger1 = Time > 0;ちゃんと武器は装備しているか？
;value = 0;装備してないんじゃんよ〜もどれ。
;ctrl = 1
[State WPN...?]
type = ChangeState
trigger1 = 1;ちゃんと武器は装備しているか？
value = 620;装備してない場合、バスターが出る（ＰＳのロックマン８以降風味）
ctrl = 0
;---------------------------------
[Statedef 35010];覇王翔吼拳
;sffは35**で管理し、0番は武器アイコン、1番は武器名とする 以後必要に応じて差し込んでく
;airにて35**#で画像管理。35**0アイコン、**1武器名、以下略。
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35012;つまり、アクションアニメは35012以降となる

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;[State Vartes]
;type = varset
;trigger1 = 1
;var(6) = var(7)

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10


[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 3,-52;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State TUKAWAZARUWOENAI];使わざるを得ない
type = PlaySnd
trigger1 = Time = 0
value = 3501,0
channel = 0;VCチャンネル
persistent = 0

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 19
value = 1,8;でりゃあ！
channel = 0;VC

[State 4500, Explod]
type = Explod
trigger1 = Animelem = 19
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 2,2;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 19
value = 0,43;チャージＸ８
;channel=1;SE
[State SYOUKOUKEN];飛び道具　覇王翔吼拳
type = projectile
trigger1 = Animelem = 19
ProjID = 35010
projanim = 35014;
projhitanim = 35015;
projscale = 1.8,1.8;すけーるでかい
offset = 40,-48
velocity = 20,0
projremovetime = -1
projedgebound = 180
projstagebound = 180
attr = A,HP
animtype = back
getpower = 0,0
givepower = 50,25
damage = 250,10;当たるのは一発だけど、でかいダメージ
guardflag = HA
hitflag = MAF
pausetime = 0,20
sparkno = 4006;
hitsound = S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.type = trip
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -20,-8;-8,-4
guard.velocity = -3
air.velocity = -20,-8;-7.5,-3.5
airguard.velocity = -2,-1
air.juggle = 3
projpriority = 3


[State remexp]
type = null;removeexplod
trigger1 = projhittime(35010) > 0;当たった
trigger1 = backedgebodydist <= -20
id = 15060

[state 451,6]
type = screenbound
trigger1 = projhittime(35010) > 0;当たった
trigger1 = Animelemtime(19) > 30;0;発射後
value = 0

[state 451,6]
type = changestate
trigger1 = projhittime(35010) > 0;当たった
;trigger1 = AnimTime = 0
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1

[State North]
type = null;VarAdd;当たったら星を奪う
trigger1 = projhittime(35010) = 1
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State remexp]
type = removeexplod
trigger1 = animtime = 0;
id = 15060

[State Return]
type = ChangeState
trigger1 = animtime = 0;アニメおわった？
value = 0;もどれ。
ctrl = 1

;------------------------------
[Statedef 35020];真・昇竜拳
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35022;1111

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
;trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = SCA, AP;AA
Time     = 2

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 3
value = 1,5;
channel = 0;VC

[State 220, 3]
type = Explod
trigger1 = AnimElem = 3
anim = 4010;手前のケムリオブジェクト。
sprpriority = 5

;アッパー
[State 5150, 6] 
type = Explod
trigger1 = Time = 5;animelem = 3
trigger1 = !numexplod(1101)
anim = 1101
id = 1101
Postype     = P1
Pos         = 40,-135
vel = 0,0
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State DelExplod];アッパー消去
type = RemoveExplod
trigger1 = numexplod(1101) && AnimElem >= 5
Trigger2 = Animelem = 1;Time = 3
Trigger2 = MoveHit;上のアタリ判定が当たったら発動！
ID = 1101

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = Animelem = 2;Time = 1;準備動作
Attr              = A, SA
Damage            = 50, 5			;ダメージ
AnimType          = Heavy			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = S4004;エリアルエフェクトにする
guard.dist        = 113             ;相手がガード行動をとる距離
hitsound   = S0,18;キマったことを示すサウンド
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 50,51			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,-6.5			;ヒット時の相手の移動 地上
Air.Velocity      = 0,-6.5			;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,-6.5			;ヒット時の相手の移動 空中ガード
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0
kill = 0;まだKOしない
p1stateno = 35021

;[State SHIN!]
;type = null;changestate
;Trigger1 = Animelem = 1;Time = 3
;Trigger1 = MoveHit;上のアタリ判定が当たったら発動！
;value = 35021

[State -1, HitDef]
Type = NULL;HitDef;ここのアタリ判定はなくす。
;Trigger1          = !MoveContACT
Trigger1	  = Time = 4;一段目
Attr              = A, SA
Damage            = 25, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = S4002;必殺エフェクト２
hitsound   = S0,5;5,0
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 8, 6			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -1,-11			;ヒット時の相手の移動 地上
Air.Velocity      = -1,-11			;ヒット時の相手の移動 空中
AirGuard.Velocity = -1,-11			;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = Time >= 5;二段目
Attr              = A, SA
Damage            = 65, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = S4002;必殺エフェクト２
hitsound   = S0,5;5,0
guard.dist        = 113             ;相手がガード行動をとる距離
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 8, 6			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -1,-11			;ヒット時の相手の移動 地上
Air.Velocity      = -1,-11			;ヒット時の相手の移動 空中
AirGuard.Velocity = -1,-11			;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State -1]
Type     = VelSet
Trigger1 = Time = 4;10;飛ぶのがそんくらい
X        = 3

[State -1]
Type     = VelSet
Trigger1 = Time = 5;11
X        = 5

[State -1]
Type     = VelSet
Trigger1 = Time = 6;11
X        = 8

[State -1]
Type     = VelMul
Trigger1 = Time >= 10;18
X        = 0.9

[State -1]
Type     = VelSet
Trigger1 = Time = 5;10
Y        = -6

[State -1]
Type      = StateTypeSet
Trigger1  = Time = 10
StateType = A
Physics   = A

[State -1]
Type     = PlaySnd
Trigger1 = Time = 4;9
Value    = s0, 12;ダッシュ
Channel = 1;SE


[State remexp]
type = removeexplod
trigger1 = numexplod(15060) && AnimElem >= 5
id = 15060

[State -1]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 52

;------------------------------
[Statedef 35021];真・昇竜拳その２！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 1011

[State BG]
type = BGPalFX
trigger1 = AnimElemtime(7) < 0
time = 1
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10
ignorehitpause = 1
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = AnimElemtime(7) < 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1


[State ]
type = changeanim
trigger1 = Time = 0
value = 1011
elem = 4

[State ]
type = PosAdd
trigger1 = time = 0
x = 15

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 5
value = 1,8;でりゃあ！！！
channel = 0;VC

[State 220, 3]
type = Explod
trigger1 = AnimElem = 2
anim = 4010;手前のケムリオブジェクト。
sprpriority = 5

;アッパー
[State 5150, 6] 
type = Explod
trigger1 = Time = 5;animelem = 2
trigger1 = !numexplod(1101)
anim = 1101
id = 1101
Postype     = P1
Pos         = 10,-135
vel = 0,0
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State DelExplod];アッパー消去
type = RemoveExplod
trigger1 = numexplod(1101) && AnimElem >= 8
ID = 1101

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
;Trigger1	  = Time = 1;準備動作
Trigger1	  = Animelem = 4
Attr              = A, SA
Damage            = 150, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist        = 100             ;相手がガード行動をとる距離
sparkno = S4004;エリアルエフェクトにする
hitsound   = S0,18;キマったことを示すサウンド
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 50,51			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,-6.5			;ヒット時の相手の移動 地上
Air.Velocity      = 0,-6.5			;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,-6.5			;ヒット時の相手の移動 空中ガード
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0
kill = 0;まだKOしない

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = Animelem = 5
Attr              = A, SA
Damage            = 200, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist        = 100             ;相手がガード行動をとる距離
sparkno = S4004;エリアルエフェクトにする
hitsound   = S0,18;キマったことを示すサウンド
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 9,10;50,51			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -2,-61			;ヒット時の相手の移動 地上
Air.Velocity      = -2,-61			;ヒット時の相手の移動 空中
AirGuard.Velocity = -2,-61			;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0
yaccel =  2

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = animelemtime(5) = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State -1]
Type     = VelSet
Trigger1 = Time = 4
X = 3

[State -1]
Type     = VelSet
Trigger1 = Time = 5;10
Y        = -6

[State -1]
Type      = StateTypeSet
Trigger1  = Time = 10
StateType = A
Physics   = A

[State -1]
Type     = PlaySnd
;Trigger1 = Time = 4;9
Trigger1  = Animelem = 5
Value    = s0, 36;ちゃろんじゃんぷ
Channel = 1;SE
lowpriority = 1

[State remexp]
type = removeexplod
trigger1 = numexplod(15060) && AnimElem >= 8
id = 15060

[State -1]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 52

;------------------------------
[Statedef 35030];ヴェノム魔理沙　その１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 800;射撃アニメ

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelem = 3;Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
;Trigger1 = Animelem = 3;Time = 0
Trigger1 = Time = 2
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
movetime = 8;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 7
value = 0,43;チャージＸ８
;channel=1;SE

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 7
value = 1,15;発射せりふ「バーン！」
channel=0;vc

[State BUSTER]
type = Projectile
trigger1 = Animelem = 7
id = 35030;敵判定用
projid = 35030
projanim = 3002;10050;
projhitanim = 3010;1003
;projhits = var(0)
projhits = 1
projremovetime = 10;消えるまでの時間射程時間 (int)
offset = 40,-48
velocity = 10, 0
;accel = .2,0
; HitDef
attr = S, SP
animtype = Medium
damage    = 0,0;この攻撃自体にダメージは無い
hitflag = MAFD
guardflag = MAF
pausetime = 3,6
sparkno = S4001
guard.sparkno = S4023
;sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.velocity = -5
air.juggle = 9
air.fall = 1
hitonce = 1
;p1stateno = 65030;当たったら次のステートへ
p2stateno = 66030;当たったら相手のステートを制御する

[State NEXT]
type = ChangeState
Trigger1 = ProjHitTime(35030) != -1 && ProjHitTime(35030) < 5
Value = 35031;65030;当たったら次のステートへ

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = SCA, AP;AA
Time     = 2

[State NEXT]
type = ChangeState
trigger1 = Time >= 40
;Trigger1 = Animelem = 7;Animtime = 0
Value = 35031;失敗時

;------------------------------
[Statedef 35031];ヴェノム魔理沙　撃ち終わり
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 801;射撃アニメ

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
value = SCA,AA,AT,AP

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 810, Width 2-11]
type = Width
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
edge = 180,0

[State HAZURE]
type = ChangeState
Trigger1 = Animtime = 0
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
Value = 65030;当たったら次のステートへ

[State Return]
type = ChangeState
Trigger1 = Animtime = 0
;Trigger1 = ProjHitTime(35030) = -1
value = 0
Ctrl = 1
;------------------------------
[Statedef 65030];ヴェノム魔理沙　その２
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 35032;魔理沙大変身

[State EnemyID]
type = Varset
Trigger1 = Time = 0
var(8) = 35030

;[State 810, Width 2-11]
;type = Width
;Trigger1 = Time = 0
;edge = 180,0

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = -1;300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State Symbiote]
type = Playsnd
;Trigger1 = Animtime != 0
Trigger1 = AnimElemNo(0) <= 16
Trigger1 = Time % 16 = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State Voice]
type = Playsnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 0
value = 1,11;うわっ
channel = 0;VC

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 10
ID = var(8)
pos = 180,0

[State Next];次のステートへ
type = ChangeState
Trigger1 = Animtime = 0
value = 65031

;------------------------------
[Statedef 65031];ヴェノム魔理沙　その２
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 65020;魔理沙だっしゅ

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State DashSND]
type = PlaySnd
Trigger1 = Time = 0
value = 0,12;ダッシュ
channel = 1;SE

[State MOVE]
type = velset
Trigger1 = 1
X = 8

[State Next]
type = ChangeState
Trigger1 = facing = 1;右向き
Trigger1 = Screenpos X >= (target(35030),Screenpos X)-40
Trigger2 = facing = -1;左向き
Trigger2 = Screenpos X <= (target(35030),Screenpos X)+40
value = 65032

;------------------------------
[Statedef 65032];ヴェノム魔理沙　その３
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65021;魔理沙らっしゅ１

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
;trigger3 = AnimelemTime(7) = 0
ID = var(8)
value = 66031;その場で食らう

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(7) = 0
ID = var(8)
value = 66032;すこしのけぞる

[State HitSpark]
type = explod
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
anim = ifelse(Random<555,4002,4005)
pos = 30,-50
postype = p1
sprpriority = 5

[State HitFlash]
type = AllPalfx
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State HitSnd];攻撃時のサウンド
type = PlaySnd
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
value = 0,ifelse(Random<555,4,5)

[State WEBSnd];ウェブロープ音
type = PlaySnd
trigger1 = AnimelemTime(8) = 0
value = 3503,1;ウェブロープ

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
value = -20
ID = var(8)
kill = 0;この段階ではＫＯしない

[State Velset]
type = Velset
Trigger1 = AnimelemTime(7) = 0;3撃目で距離を離す
x = -1

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(8) = 0
ID = var(8)
pos = 190,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(9) = 0
ID = var(8)
pos = 160,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(10) = 0
ID = var(8)
pos = 100,0

[State 810, Width 2-11]
type = Width
trigger1 = Time = 0
trigger2 = AnimelemTime(8) = 0
trigger3 = AnimelemTime(9) = 0
trigger4 = AnimelemTime(10) = 0
edge = 180,0

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 0
ID = var(8)
pos = 40,0

;[State EnemyPosset];ウェブで引っ張る
;type = TargetBind
;trigger1 = AnimTime = 0;アニメーションが一通り終わったら
;ID = var(8)
;pos = 60,0;近くまで引き寄せる

[State Next]
type = ChangeState
trigger1 = AnimTime = 0;アニメーションが一通り終わったら
value = 65033;次のラッシュヘ

;------------------------------
[Statedef 65033];ヴェノム魔理沙　その４
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65022;魔理沙らっしゅ２

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
ID = var(8)
value = 66031;その場で食らう

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(8) = 0
ID = var(8)
value = 66032;すこしのけぞる

[State HitSpark]
type = explod
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
anim = ifelse(Random<555,4002,4005)
pos = 30,-50
postype = p1
sprpriority = 5

[State HitFlash]
type = AllPalfx
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State HitSnd];攻撃時のサウンド
type = PlaySnd
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
value = 0,ifelse(Random<555,4,5)

[State WEBSnd];ウェブロープ音
type = PlaySnd
trigger1 = AnimelemTime(9) = 0
value = 3503,1;ウェブロープ

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
value = -20
ID = var(8)
kill = 0;この段階ではＫＯしない

[State Velset]
type = Velset
Trigger1 = AnimelemTime(8) = 0;3撃目で距離を離す
x = -1

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 0
ID = var(8)
pos = 40,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(9) = 0
ID = var(8)
pos = 180,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(10) = 0
ID = var(8)
pos = 150,-10

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(11) = 0
ID = var(8)
pos = 80,-5

[State 810, Width 2-11]
type = Width
trigger1 = AnimelemTime(9) = 0
trigger2 = AnimelemTime(10) = 0
trigger3 = AnimelemTime(11) = 0
edge = 130,0

;[State EnemyPosset];ウェブで引っ張る
;type = TargetBind
;trigger1 = AnimTime = 0;アニメーションが一通り終わったら
;ID = var(8)
;pos = 60,0;近くまで引き寄せる

[State Next]
type = ChangeState
trigger1 = AnimTime = 0;アニメーションが一通り終わったら
value = 65034;次のラッシュヘ

;------------------------------
[Statedef 65034];ヴェノム魔理沙　その５
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65023;魔理沙らっしゅ３　腕組み

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 5
ID = var(8)
pos = 120,10

[State 810, Width 2-11]
type = Width
trigger1 = Time = 5
edge = 150,0

[State KAGE]
type = explod;影より不意打ち。黒い水溜り
trigger1 = Time = 5
trigger1 = !Numexplod(65024)
anim = 65024;黒い水溜り
ID = 65024
pos = 90,-8
postype = p1
sprpriority = -3
removetime = 69;32;存在する時間
;removetime = -1;永続

[State KIBA]
type = explod;影より不意打ち。かみつき
trigger1 = Time = 5
trigger1 = !Numexplod(65025)
anim = 65025;襲い掛かる影
ID = 65025
pos = 90,0
postype = p1
sprpriority = 3
removetime = 69;-2;アニメーション一回で消えます
;removetime = -1;永続

[State Symbiote]
type = Playsnd
trigger1 = Numexplod(65025);かみつきアニメが発生している間
Trigger1 = Time % 16 = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State TargetState]
type = TargetState
Trigger1 = Time < 69
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
ID = var(8)
value = 66031;その場で食らう

[State HitSpark]
type = explod
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
anim = ifelse(Random<555,4002,4005)
;pos = 90,-50
pos = 120+((Random % 10)-5),-50+((Random % 10)-5)
postype = p1
sprpriority = 5

[State HitFlash]
type = AllPalfx
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
value = -8
ID = var(8)
kill = 0;この段階ではＫＯしない

[State HitSnd];攻撃時のサウンド
type = PlaySnd
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
value = 0,ifelse(Random<555,4,5)

[State Upper];敵さんを上空にホップさせる
type = targetstate
Trigger1 = Time = 69
value = 66033;上空へほっぷする

[State Next]
type = ChangeState
Trigger1 = Time = 125;相手が落ちてきたところを・・・
value = 65035;次のラッシュで拾うっ！

;------------------------------
[Statedef 65035];ヴェノム魔理沙　その５
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65026;魔理沙らっしゅ４　ヴェノムバイト

[State TargetVel]
type = TargetVelset
trigger1 = AnimElemNo(0) != 1
Y = 10.5;敵さんを下に落としまっす
X = -2;少し押し出しまっす

[State Symbiote]
type = Playsnd
trigger1 = Animelemtime(2) = 0
trigger2 = Animelemtime(7) = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State MOVE]
type = velset
Trigger1 = Time <= 32;着地するまで
X = 2

[State LANDING]
type = explod;着地時の飛び散り
trigger1 = Animelemtime(10) = 0
trigger1 = !Numexplod(65028)
anim = 65028;
ID = 65028
pos = 0,0
postype = p1
sprpriority = 3
removetime = -2;アニメーション一回で消えます

[State TargetState]
type = TargetState
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
ID = var(8)
value = 66031;その場で食らう

[State HitSpark]
type = explod
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
anim = ifelse(Random<555,4002,4005)
;pos = 90,-50
pos = 70+((Random % 10)-5),-80+((Random % 10)-5)
postype = p1;p2;simulの時問題があるので
sprpriority = 5

[State HitFlash]
type = AllPalfx
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
value = -8
ID = var(8)
kill = 0;この段階ではＫＯしない

[State HitSnd];攻撃時のサウンド
type = PlaySnd
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
value = 0,ifelse(Random<555,4,5)

[State Next]
type = ChangeState
trigger1 = AnimTime = 0
value = 35032;フィニッシュスローへ移行！

;------------------------------
[Statedef 35032];ヴェノム魔理沙　フィニッシュ
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65027;魔理沙らっしゅふぃにっしゅ

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State WEBSnd];ウェブロープ音
type = PlaySnd
trigger1 = AnimelemTime(1) = 0
value = 3503,1;ウェブロープ

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(1) = 0
ID = var(8)
pos = 100,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(2) = 0
ID = var(8)
pos = 80,-70

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(3) = 0
ID = var(8)
pos = -10,-60

[State 810, Width 2-11]
type = Width
trigger1 = AnimelemTime(1) = 0
edge = 80,0

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = AnimelemTime(3) = 0
value = -30
ID = var(8)
kill = 1;この一撃でライフが無くなったらＫＯ

[State POSSET];つじつま合わせっぽ
type = velset
trigger1 = Time > 12
;trigger1 = Animelem = 4
X = 15

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(3) = 0
ID = var(8)
value = 66034;向こうへ吹っ飛ぶ

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
type = ScreenBound
trigger1 = Time > 12
value = 0;カメラが追わなくなる

[State Next]
type = ChangeState
Trigger1 = target(35030),Stateno = 5100
Trigger2 = Time = 60
value = 65036;画面に入るためのステート

;------------------------------
[Statedef 65036];ヴェノム魔理沙　終了処理
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 65020;魔理沙だっしゅ

[State Turn]
type = Turn
trigger1 = time = 0

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = Time < 20
value = 0;カメラが追わなくなる

[State PosSet];座標セットしてダッシュ地点にする
type = PosSet
trigger1 = Time = 0
trigger1 = Facing = -1
X = 280
Y = 0

[State PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Facing = 1
X = -280
Y = 0

[State DashSND]
type = PlaySnd
Trigger1 = Time = 1
value = 0,12;ダッシュ
channel = 1;SE

[State RESET]
type = MoveHitReset
Trigger1 = Time < 20
trigger1 = !winKO;まだ勝負がついていない時

[State MOVE]
type = velset
Trigger1 = Time < 20
X = 8

[State LANDING]
type = explod;着地時の飛び散り
triggerall = !WinKO;まだ勝負がついていないなら
Trigger1 = Time = 20
trigger1 = !Numexplod(65028)
anim = 65028;
ID = 65028
pos = 0,0
postype = p1
sprpriority = 3
removetime = -2;アニメーション一回で消えます


[State remexp]
type = removeexplod
trigger1 = time = 20;
id = 15060

[State Symbiote]
type = Playsnd
triggerall = !WinKO;まだ勝負がついていないなら
Trigger1 = Time = 20
value = 3503,0;ぐちょっ
;channel = 1;SE

[State Next]
type = ChangeState
triggerall = !WinKO;まだ勝負がついていないなら
Trigger1 = Time = 20
value = 0
ctrl = 1

[State Next]
type = ChangeState
triggerall = WinKO;勝負がついた場合、勝利ポーズに移行する
Trigger1 = Time = 20
value = 65037;勝利ポーズ
;ctrl = 0

;------------------------------
[Statedef 65037];ヴェノム魔理沙　終了処理 KO1
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 1
Anim      = 65029;勝利ポーズ

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State ANIMBIND]
type = ChangeAnim
Trigger1 = 1
value = 65029
Elem = 1

;[State EMAGENCY]
;type = ChangeState
;trigger1 = p2movetype = A
;value = 0
;ctrl = 1

;------------------------------
[Statedef 65038];ヴェノム魔理沙　終了処理 KO2
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 65029;勝利ポーズ

[State Symbiote]
type = Playsnd
Trigger1 = animelemtime(2) = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State Voice];おおわらい
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 33
value = 1,31;HAHAHAHAHAHAHAHAHAHA!!!!!
channel = 0;VC

;------------------------------
[Statedef 66030];敵さんピヨり
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5300
sprpriority = 0
poweradd = 0
velset = -12,0

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, ]
type = StateTypeSet
trigger1 = pos y >= -5
statetype = S
physics = S

[State 0, ]
type = PosSet
trigger1 = pos y >= -5
y = 0

[State 0, ]
type = VelSet
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66031];敵さん食らい１（その場固定）
type    = S
movetype= H
physics = S
ctrl = 0
anim = ifelse(Random<555,5000,5010);ランダムでやられモーションを変える
sprpriority = 0
poweradd = 0
velset = 0,0

[State CAMERA];
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, ]
type = StateTypeSet
trigger1 = pos y >= -5
statetype = S
physics = S

[State 0, ]
type = PosSet
trigger1 = pos y >= -5
y = 0

[State 0, ]
type = VelSet
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66032];敵さん食らい２（食らい移動）
type    = S
movetype= H
physics = S
ctrl = 0
anim = ifelse(Random<555,5000,5010);ランダムでやられモーションを変える
sprpriority = 0
poweradd = 0
velset = 0,0

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, ]
type = VelSet
trigger1 = time = 0
X = -16;後ろにのけぞります

[State CAMERA];のけぞってる間、カメラを外します
type = NULL;ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

[State 0, ]
type = StateTypeSet
trigger1 = pos y >= -5
statetype = S
physics = S

[State 0, ]
type = PosSet
trigger1 = pos y >= -5
y = 0

[State 0, ]
type = VelSet
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66033];敵さん食らい３（食らい上昇）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5050;浮く
sprpriority = 0
poweradd = 0
velset = 0,-15

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State YAdd]
type = null;Gravity
Trigger1 = 1
[State YAdd]
type = veladd
Trigger1 = 1
Y = .5

[State]

[State CAMERA];のけぞってる間、カメラを外します
type = NULL;ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State 0, ]
type = PosSet
trigger1 = Time > 60
trigger1 = pos y >= -5
y = -5

[State 0, ]
type = VelSet
trigger1 = Time > 60
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66034];敵さん食らい４（ふっとび）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5050;浮く
sprpriority = 0
poweradd = 0
velset = 130,-8

;フィニッシュ投げなのでここで画面内に入れてしまいたい

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State YAdd]
type = null;Gravity
Trigger1 = 1
[State YAdd]
type = veladd
Trigger1 = 1
Y = .5

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State FUTTOBI]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 
;------------------------------
[Statedef 35040];ダークエンジェル　本体動作
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 802;射撃アニメ

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
;trigger1 = Animelem = 3
trigger1 = Time = 0
value = 3504,0;千年眼ゲット
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelem = 3;Time = 0
anim = 10051;ばくら
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Animelem = 3;Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 7
value = 0,43;チャージＸ８
;channel=1;SE

[State BUSTER]
type = Projectile
trigger1 = Animelem = 7
id = 35030;敵判定用
projid = 35030
projanim = 35042
projhitanim = 3010;1003
;projhits = var(0)
projhits = 999
projmisstime = 2
projpriority = 30
offset = 40,-48
velocity = .1, 0
accel = .4,0
attr = S, SP
animtype = Medium
damage    = 10,3
hitflag = MAFD
guardflag = MAF
pausetime = 3,0
sparkno = S4002
guard.sparkno = S4023
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -15
airguard.velocity = -5
air.velocity = -13,-3
air.juggle = 9
air.fall = 1
hitonce = 1

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = SCA, AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1
;------------------------------
[Statedef 35050];スラッシュクロー　本体動作
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35052;射撃アニメ

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 5
value = 3505,0;たー
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 35053;さいふぁーエフェクト
postype = p1
pos = 0,0
sprpriority = 5
supermovetime = 60
ownpal = 1
bindtime = -1
removetime = 50;しばらくナガレル

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 4;Time = 0
anim = 35054;さいふぁースラッシュ
postype = p1
pos = 0,0
sprpriority = 5
supermovetime = 60
ownpal = 1
bindtime = -1
removetime = 8;しばらくナガレル

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelem = 3;Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Animelem = 3;Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = 3505,1;サイファー
;channel=1;SE

[State ZAN]
type = Hitdef
triggerall = Time%2 = 0
trigger1 = Animelem = 4
id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 200,30;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 245             ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = Sifelse(Random < 555,4037,4036);斬エフェクトを実装する
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,41;セイバーヒット
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -10,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
p2stateno = 35052;相手に参照させるステート

[State BOMB];相手がこの一撃で死ぬ場合、爆発をプラス
Type = Explod
trigger1 = WinKO
trigger1 = !numexplod(6002)
anim = 6002;はでな爆発
ID = 6002
postype = p2
pos = 30,-30
;vel = .1,0
sprpriority = 5
ownpal = 1
facing = -1
bindtime = -1


[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = , AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;------------------------------
[Statedef 35052]
type    = A
movetype= H
physics = N;A
anim = 5000
ctrl = 0

[State muteki];ちょっとだけ無敵にする
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 300

[State Ret]
type = SelfState
trigger1 = Time >= 5
trigger1 = Alive
;value = 5000
value = 5030

[State Pal]
type = PalFX
trigger1 = !Alive
time = 1
add = 256,256,256
invertall = 0
color = 256

[State Change]
Type      = StateTypeSet
trigger1 = !Alive
Trigger1  = Time = 10
type    = L
movetype= H
physics = N

[State Vel]
type = Velset
trigger1 = !Alive
trigger1 = Time <= 12
X = -2
Y = -1.5

[State Vel]
type = Velset
triggerall = !Alive
trigger1 = Time > 48
X = 0
Y = 0

[State Vel]
type = Posset
triggerall = !Alive
trigger1 = Time > 48
Y = 0


[State Inv]
type = AssertSpecial
trigger1 = !Alive
trigger1 = Time >= 10
flag = NoShadow
flag2 = Invisible

[State Change]
type = ChangeState
trigger1 = !Alive
trigger1 = Time >= 50
;trigger1 = pos Y = [-5,5]
value = 5150


;------------------------------
[Statedef 35060];メリークリスマス！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 41;じゃんぷ
velset	  = 0,-30

[State Changeanim]
type = ChangeAnim
Trigger1 = 1
value = anim
elem = 2

[State VOICE]
type = Playsnd
trigger1 = Time = 0
value = 3506,0;ディープスロートからのプレゼントだ！
channel = 0;VC

[State JUMP];すてーとを空中にする
type = StateTypeSet
trigger1 = Time = 0
statetype = A
movetype = A
physics = N

[State Next]
type = ChangeState
trigger1 = Pos Y < -600
value = 35061

;------------------------------
[Statedef 35061];メリークリスマス！
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35062;みさいる

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = Null;AssertSpecial
trigger1 = Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State Turn]
type = Turn
trigger1 = facing = -1

[State EDGE]
type = Width
trigger1 = Time = 1
edge = 260,40

[State Velset]
type = Velset
trigger1 = Time = 0
X = 1
Y = 6

[State Angle]
type = Angledraw
trigger1 = 1

[State Angle]
type = Angleset
trigger1 = 1
value = 280

[State BOMBER!!]
type = ChangeState
trigger1 = Pos Y >= 0;着弾確認！
value = 35062
;------------------------------
[Statedef 35062];メリークリスマス！
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
anim = 35063
velset = 0,0

[State Tehletteh];てーれってー中のいろいろ停止
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = NOBG
flag3 = NOFG

[State FLASH]
type = allPalFX
trigger1 = Time = 0;1;画面まっしろ
time = 3
add = 256,256,256

[State GUILE]
type = Explod
trigger1 = Time = 0
trigger1 = !Numexplod(15130)
anim = 15130;大気圏
id = 15130
postype = left
pos = 0,0
;ownpal = 0
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 6
;ontop = 1
facing = 1;
pausemovetime = 500
supermovetime = 500
scale = 1,1

[State GENKIDAMA]
type = PlaySnd
trigger1 = Time = 0
value = 0,20;げんきだま
channel = 1;SE

[State StopBGM]
type = Stopsnd
Trigger1 = Time = 0
channel = 2

[State StopBGM];BGMを停止させる
type = varset
Trigger1 = Time = 0
var(20) = 1;BGM停止

[State DRIFFw]
type = PlaySnd
trigger1 = Time = 0
value = 3,2;またイチローかっ
;channel = 2;BGM

[State Pause]
type = Pause
trigger1 = time = 1
time = 100
pausemovetime = 100

[State HITDEF]
type = hitdef
Trigger1	  = Time = 0;準備動作
Attr              = SCA, HA
affectteam = B
Damage            = 0,0			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAFD				;ヒットする状態
guard.dist        = 550             ;相手がガード行動をとる距離
GuardFlag         = A				;ガードできる状態
Priority          = 3, Hit			;攻撃の優先度
;PauseTime         = 9, 9			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,0	;ヒット時の相手の移動 地上
Air.Velocity      = 0,0	;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,0	;ヒット時の相手の移動 空中ガード
;yaccel = 5
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State HITDEF]
type = hitdef
Trigger1	  = Time = 0;準備動作
Attr              = SCA, HA
affectteam = B
Damage            = 0,0			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAFD				;ヒットする状態
guard.dist        = 550             ;相手がガード行動をとる距離
GuardFlag         = M				;ガードできる状態
Priority          = 3, Hit			;攻撃の優先度
;PauseTime         = 9, 9			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,0	;ヒット時の相手の移動 地上
Air.Velocity      = 0,0	;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,0	;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State HITDEF]
type = Targetlifeadd
trigger1 = Time = 1
value = -99999999

[State JIBAKU]
type = lifeadd
trigger1 = Time = 1
value = -99999999

[State KO]
type = AssertSpecial
trigger1 = time <= 450
flag = roundnotover

[State FLASH]
type = AllPalFX
trigger1 = Time >= 300;50*5 = 250
time = 1
;add = 256,256,256
add = (Time - 300)*5,(Time - 300)*5,(Time - 300)*5

;------------------------------
[Statedef 35070];レイジングストーム
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35073

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 5
value = 1,8;でりゃあ！
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 1
anim = 35072;ストーーーーム
postype = p1
pos = 0,0
sprpriority = 5
supermovetime = 0
ownpal = 1
bindtime = -1
removeongethit = 1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = 0,43;チャージＸ８
;channel=1;SE

[State ZAN]
type = Hitdef
;trigger1 = Animelem = 6
triggerall = Animelemtime(6) >= 0
trigger1 = !movecontact
trigger2 = time%4 = 0
id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 20,3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,7
Sparkno = S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -3,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = , AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;------------------------------
[Statedef 35080];羅生門　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State WPNSUB];投げがスカってもゲージは減るｗ
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35080
attr = S, ST          ;ｓ：立ち　ｎ：通常　ｔ：投げ
guard.dist        = 0             ;相手がガード行動をとる距離
hitflag = MAF
priority = 4, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35082       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66080       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081

;------------------------------
[Statedef 35081];羅生門　スカ
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0
velset = 0,0

[State pos]
type = posset
trigger1 = time = 0
Y = 0

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,45;チッ・・・！
channel = 0;VC

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

;------------------------------
[Statedef 35082];羅生門　メイン
type    = S
movetype= A
physics = N;S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35082;

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
;trigger1 = 1;Time <= 50
trigger1 = Animelemtime(12) < 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 12
value = 1,8;でりゃあ！
channel=0;VC

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = animelemtime(12) = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Damage]
type = TargetLifeAdd
trigger1 = Animelemtime(12) = 0
id = 35080
value = -450
kill = 1
persistent = 0

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 24
value = 1,7;ふんっ！
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State -2, 1st Charge]
type = Explod
trigger1 = Animelemtime(8) = 1
anim = 30050
postype = p1
pos = -18,-40;0
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
bindtime = -1
removeongethit = 1

[State 4500, Explod]
type = Explod
trigger1 = Animelemtime(12) = 0
anim = 30031
postype = p1
pos = 35,-40
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
bindtime = -1
removeongethit = 1

[State 4500, Explod];背景 対中国
type = Explod
triggerall = Animelem = 12
triggerall = !Numexplod(65071)
trigger1 = enemynear,name="Hong Meirin"
trigger2 = enemynear,name="Hong_Meirin"
Trigger3 = enemynear,Name = "Chu-goku"
anim = 65081;紅美鈴
id = 65071;
postype = left;p1
pos = 0,0
sprpriority = -5
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
removetime = 50

[State 4500, Explod];背景 対腋巫女
type = Explod
triggerall = Animelem = 12
triggerall = !Numexplod(65071)
trigger1 = enemynear,name="Reimu_Hakurei"
trigger2 = enemynear,name="Reimu_Scarlet"
trigger3 = enemynear,name="Tamiflu Miko"
trigger4 = enemynear,name="HAKUREI"
trigger4 = enemynear,Authorname="Nachel_Arrange_By_RockMARISA"
trigger5 = enemynear,name="TELETTE"
trigger5 = enemynear,Authorname="Nachel_Arrange_By_RockMARISA"
trigger6 = enemynear,name="KOTOHIME"
trigger6 = enemynear,Authorname="Nachel_Arrange_By_RockMARISA"
trigger7 = enemynear,name="Sanae Kotiya"
anim = 65083;腋巫女
id = 65071;
postype = left;p1
pos = 0,0
sprpriority = -5
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
removetime = 50

[State 4500, Explod];おかしい背景
type = Explod
trigger1 = Animelem = 12
trigger1 = !Numexplod(65071)
;trigger1 = enemynear,name!="Hong Meirin"
anim = 65071+(Random%13);背景画像が増えたら値を増やすｗ
id = 65071;
postype = left;p1
pos = 0,0
sprpriority = -5
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
removetime = 50

[State Clip]
type = null;AppendToClipboard
trigger1 = Time % 4 = 0
text = "Randompar10 = %d\n"
params = Random%10

[State 210, 1]
type = PlaySnd
trigger1 = Animelemtime(12) = 0
value = 0,18;
channel=1;SE

[State FinishEffect]
type = AssertSpecial
trigger1 = Animelemtime(12) = [0,50]
flag = nobardisplay

[State Pause]
type = pause
trigger1 = Animelemtime(12) = 0
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)

[State Turn]
type = Turn
trigger1 = AnimElemTime(8) = 0

[State HITRESET]
type = MoveHitReset
trigger1 = AnimTime = 0

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

;------------------------------
[Statedef 66080];羅生門 敵さん食らい（食らい上昇）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5030;5050;
sprpriority = 0
poweradd = 0
velset = 1.2,-10.2

[State Anim]
type = null;ChangeAnim2
trigger1 = Time = 0
value = 5035;5010

[State 191, PosAdd]
type = PosAdd
trigger1 = time = 0
x = ceil(P2Dist X-50) ;80
y = 0

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State YAdd]
type = Veladd
trigger1 = 1;Time <= 60
Y = .258

[State YAdd]
type = null;Gravity
trigger1 = Time > 60

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1;Time <= 60
value = 0;カメラが追わなくなる
movecamera = 1,0

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State Turn]
type = turn
trigger1 = Time = 60

[State Anim]
type = ChangeAnim
trigger1 = Time > 60
trigger1 = pos y >= -7
value = 5070;5010

[State Damage]
type = null;LifeAdd
trigger1 = Anim = 5070;5010
trigger1 = Animelemtime(1) = 0
value = -450
kill = 1
persistent = 0

[State 0, ]
type = PosSet
trigger1 = Time > 60
trigger1 = pos y >= -7
y = -9
persistent = 0

[State 0, ]
type = VelSet
trigger1 = Time > 60
trigger1 = pos y >= -7
y = -4
x = -8
persistent = 0

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

;------------------------------
[Statedef 65080];真空投げ　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
guard.dist        = 0             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 65082       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66082       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 65081

;------------------------------
[Statedef 65081];真空投げ　スカ
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,45;チッ・・・！
channel = 0;VC

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1
;------------------------------
[Statedef 65082];真空投げ　メイン
type    = S
movetype= A
physics = N;S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65070;

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelemtime(9) = 0
value = 1,7;ふんっ！
channel=0;VC

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0, 11

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,12;
channel=1;SE

[State Turn]
type = Turn
trigger1 = AnimElemTime(9) = 0

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

;------------------------------
[Statedef 66082];真空投げ 敵さん食らい（食らい上昇）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5030;5050;浮く
sprpriority = 0
poweradd = 0
velset = 4.2,-15


[State 191, PosAdd]
type = PosAdd
trigger1 = time = 0
x = ceil(P2Dist X-50) ;80
y = 0

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる
movecamera = 1,0

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State YAdd]
type = Veladd
trigger1 = 1;Time <= 60
Y = .44

[State YAdd]
type = null;Gravity
trigger1 = Time > 60

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = Time <= 60
value = 0;カメラが追わなくなる
movecamera = 1,0

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State Turn]
type = turn
trigger1 = Time = 60

[State Damage]
type = LifeAdd
trigger1 = time = 0
value = -80
kill = 1
persistent = 0

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

;------------------------------
[Statedef 35090];滅びのバーストストリーム！！！！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35094;射撃アニメ
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelemtime(3) = 0;Time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
;カットイン！モウイッチョー
[state 4002, 1]
type = explod
Trigger1 = Animelemtime(3) = 0;Time = 0
anim = 35092;7000
id = 35090;7000
postype = back
pos = 0, 0
sprpriority = -2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[state 4002, 1];ストリ〜〜〜〜む
type = explod
trigger1 = Animelemtime(6) = 0;Time = 0
trigger1 = facing = 1
anim = 35093
id = 35093
postype = left
pos = 0, 120
ownpal = 0
bindtime = -1
ignorehitpause = 1
;ontop = 1
sprpriority = 3
facing = 1
scale = 3,5
[state 4002, 1];ストリ〜〜〜〜む
type = explod
trigger1 = Animelemtime(6) = 0;Time = 0
trigger1 = facing = -1
anim = 35093
id = 35093
postype = right
pos = 0, 120
ownpal = 0
bindtime = -1
ignorehitpause = 1
;ontop = 1
sprpriority = 3
facing = -1
scale = 3,5



[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Animelem = 3;Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 7
value = 0,9;チャージ大
;channel=1;SE

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3509,0;滅びのバーストストリーム！！！
channel=0;vc

[State 210, 1]
type = PlaySnd
trigger1 = Time = 40
value = 3509,1;俺のだーっ

[State 210, 1]
type = NotHitBy
Trigger1 = AnimElemtime(3) >= 1
value = SCA,AA,AT,AP
time = 1

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = Time%4 = 0
attr = S, HP
animtype  = Hard
damage    = 8,2;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFP;MADFP
guardflag = MA
guard.dist        = 400             ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),10,ifelse((Random = [330,660]),-25,-60))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -10,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State PalFX]
type = PalFX
Trigger1 = Time = [20,150]
time = 1
add = 0,0,250
;mul = 128,128,255
color = 0;例の動画を再現

[State Exit]
type = ChangeState
trigger1 = Time >= 160;AnimTime = 0
value = 35091
Ctrl = 0
;------------------------------
[Statedef 35091];滅びのバーストストリーム 終了
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35095;射撃アニメ
sprpriority = 2

[State Exit]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1
;---------------------------------------------------------------------------
[Statedef 35100];主人公（笑）
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35102;別途で投げアニメを製作する
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,25;貴様は罠にはまったんだよ！
channel=0;vc

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35100
attr = S, HT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          ;コンボの途中から投げが入らないよう設定してある
guard.dist        = 0             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35101       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 65101      ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081

;---------------------------------------------------------------------------
[Statedef 35101];掴んでーバックドロップ！
type    = S
movetype= A
physics = N
anim = 35103
sprpriority = 1

[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(11) = 0
trigger3 = AnimElemTime(21) = 0
time = 8
id = 35100
pos = 30,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(12) = 0
trigger3 = AnimElemTime(22) = 0
time = 6
id = 35100
pos = 27,-15
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(13) = 0
time = 4
id = 35100
pos = 12,-75
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(14) = 0
time = 4
id = 35100
pos = -45,-80
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(15) = 0
time = 10
id = 35100
pos = -60,-40
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(16) = 0
time = 4
id = 35100
pos = 0,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(17) = 0
time = 4
id = 35100
pos = 20,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(18) = 0
time = 4
id = 35100
pos = 40,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0
trigger2 = AnimElemTime(19) = 0
time = 4
id = 35100
pos = 50,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(10) = 0
trigger2 = AnimElemTime(20) = 0
time = 4
id = 35100
pos = 60,0

[State Pos]
type = PosAdd
trigger1 = Animelemtime(6) = 0
trigger2 = Animelemtime(7) = 0
trigger3 = Animelemtime(8) = 0
trigger4 = Animelemtime(9) = 0
trigger5 = Animelemtime(10) = 0
trigger6 = Animelemtime(16) = 0
trigger7 = Animelemtime(17) = 0
trigger8 = Animelemtime(18) = 0
trigger9 = Animelemtime(19) = 0
trigger10 = Animelemtime(20) = 0
X = -22

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State SprPri]
type = SprPriority
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(14) = 0
value = 3
[State SprPri]
type = SprPriority
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(18) = 0
value = 1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0,42;がきょおん！

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
value = 0, 17;爆発音

[State GEKITOTZ2]
type = Explod
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
Anim = 4032;6012
pos = -60,0
postype = p1
sprpriority = 5
Velocity = 0,0
BindTime = 1
ownpal = 1

[State Damage]
type = TargetLifeAdd
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
value = -110
ID = 35100
kill = 0

[State -1]
Type     = EnvShake
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
Time     = 10
Freq     = 80
Ampl     = 3

[State 810, Width 2-11]
type = Width
trigger1 = 1
edge = 60,0

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 99999999
Length      = 10
TimeGap     = 2
FrameFap    = 1
PalBright   = 64,128,64
PalContrast = 128,128,128
palpostbright =  64,128,64
palcolor = 0
paladd = -60,0,-60
palmul = 1,1,1
Peresistent = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35102

;---------------------------------------------------------------------------
[Statedef 35102];はいぱーぼっ！
type    = A
movetype= A
physics = N
anim = 35104
velset = 2.0,-16
sprpriority = 3

[State Gravity]
type = Veladd
trigger1 = 1
Y = .6

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP


[State GEKITOTZ2]
type = Explod
trigger1 = Time = 0
Anim = 4032;6012
pos = screenpos X,screenpos Y
postype = left;p1
sprpriority = 5
Velocity = 0,0
BindTime = 1
ownpal = 1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0, 12;だっしゅ！

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 15
value = 3510, 0;はいぱーぼっ

[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
time = 8
id = 35100
pos = -54,-65
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
time = 28
id = 35100
pos = -54,-65
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(3) = 0
time = 4
id = 35100
pos = -54,-65
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
time = 4
id = 35100
pos = 0,-88
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(5) = 0
time = 4
id = 35100
pos = 44,-40

[State PosY]
type = Posset
trigger1 = Pos Y >= 10
Y = 10

[state Target]
type = null;TargetVelset
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
id = 35100
X = -6
Y = -15
persistent = 0

[State -1]
Type     = EnvShake
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
Time     = 20
Freq     = 90
Ampl     = 6

[State SprPri]
type = SprPriority
trigger1 = animelemtime(4) = 0
value = 1

[state 4002, 1];
type = explod
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
trigger1 = !Numexplod(35102)
anim = 6001
id = 35102
;postype = p1
pos = 0, 0
ownpal = 1
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 2.5,2.5
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
value = 0, 15;爆発音
persistent = 0

[State Damage]
type = TargetLifeAdd
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
value = -160
ID = 35100
kill = 1
persistent = 0

[State 800, 2]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
value = 35103
;---------------------------------------------------------------------------
[Statedef 35103];はいぱーぼっ！終了
type    = A
movetype= A
physics = N
velset = -4.5,-8

[State Gravity]
type = Veladd
trigger1 = 1
Y = .4

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State PosY]
type = Posset
trigger1 = Pos Y >= 0
Y = 0 

[State HITRESET]
type = MoveHitReset
trigger1 = Pos Y >= 0

[State Zanzouoff]
type = AfterImageTime
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
Time = 0

[State 800, 2]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 52;0
;ctrl = 1
;---------------------------------------------------------------------------
[Statedef 65101];ハイパーボッ相手１
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 65100

[State Change]
type = ChangeState
trigger1 = Time > 0
trigger1 = AnimTime =0
value = 65102 

;---------------------------------------------------------------------------
[Statedef 65102];ハイパーボッ相手２
type    = A
movetype= H
physics = N
;velset = 0,0;-6,-15

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 65101

[State 820, 1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 65103 
;---------------------------------------------------------------------------
[Statedef 65103];ハイパーボッ相手３
type    = A
movetype= H
physics = N
velset = -6,-10
anim = 5050

[State Gravity]
type = veladd;gravity
trigger1 = 1
Y = .6

[State 820, 1]
type = null;ChangeAnim2
Trigger1 = Time = 0
value = 65101

[State 820, 1]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
[Statedef 35110];岩男はいぱーぼむ
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 605

[State 800, 2]
type = ChangeState
Trigger1 = Time = 0
trigger1 = NumHelper(35110) <= 3
value = 65110

[State 800, 2]
type = ChangeState
Trigger1 = 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 65110];岩男はいぱーぼむ
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3025;605

[State WPNSUB]
type = Varadd
;Trigger1 = Time = 0
trigger1 = AnimElem = 6;5
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = null;AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = null;Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = null;SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElemtime(5) = 0
value = 1,5;りゃっ！
channel=0;vc

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 0,8;発射

[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 6;5
;trigger1 = !NumHelper(35110)
helpertype = Normal
name = "BOMB Helper"
ID = 35110
stateno = 65112
;pos =  40,-20;
pos =  52,-60;
postype = p1
facing = 1
ownpal = 1
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;ばくだんヘルパー---------------------------
[Statedef 65112]
type    = A
movetype= A
physics = N;A
juggle  = 2
ctrl = 0
anim = 35112
sprpriority = 2

[State Push]
type = null;PlayerPush
trigger1 = 1
value = 1

[State Hitby];無敵
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

[State Velset]
type = velset
trigger1 = Time = 0;1
trigger2 = Pos Y >= 0
X = 3;.5
Y = -9;.5

[State Veladd]
type = veladd
trigger1 = 1
Y = .5;.5

[State AttackDist]
Type = AttackDist
Trigger1 = 1
Value = 80
Persistent = 1

;ここらにアタリ判定記述を
;拡大projectileを出してヘルパーを切ったほうがよさそう。
[State NextState]
Type = ChangeState
trigger1 = P2Dist X = [-30,30]
trigger1 = P2Dist Y = [30,90]
Value = 65113;爆発


[State DelHelper]
type = DestroySelf
trigger1 = ScreenPos X != [-25,345]

;爆発
[Statedef 65113]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 35113
sprpriority = 2

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

;[State Angle]
;type = AngleDraw
;trigger1 = 1
;Scale = 1.5,1.5
;AngleDrawによる拡大はDosでは出来ない。

[state 4002, 1];爆風
type = explod
trigger1 = Time = 0
anim = 6000
pos = 0, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 2,2
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = -60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = -40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, -60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = 40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = 60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = 40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, 60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = -40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5

[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 14

[State Hitdef]
Type = HitDef
Trigger1	  = 1
Attr              = A, SA
Damage            = 55, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = -1;S4002;必殺エフェクト２
hitsound   = -1;S0,5;5,0
guardsound = -1;S0,7;6,0
guard.dist        = 130             ;相手がガード行動をとる距離
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 8, 6			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = ifelse(P2Dist X <= 0,3,-3),-13			;ヒット時の相手の移動 地上
Air.Velocity      = ifelse(P2Dist X <= 0,3,-3),-13			;ヒット時の相手の移動 空中
;AirGuard.Velocity = -1,-11			;ヒット時の相手の移動 空中ガード
yaccel 		= .5
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State DelHelper]
type = DestroySelf
trigger1 = time >= 8

;------------------------------
[Statedef 35120];歌魔理沙　出だし
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 195
sprpriority = 2

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = 1
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

;この位置に久保技の割り込み予定

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,47;Ｒｏｃｋｓ
channel=0;vc

[State FUKIDASI]
type = explod
trigger1 = Time = 0
anim = 196
pos = 50,-100
facing = ifelse(facing != -1,1,-1)
removetime = 1
ontop = 1
bindtime = -1
removeongethit = 1

;分岐
[State Change]
type = ChangeState
trigger1 = 1
value = 35121+(Random%2)
ctrl = 0

;------------------------------
[Statedef 35121];歌魔理沙　Rocks1-1
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1
;anim = 35122

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = 1
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

[State BGMOFF]
type = varset
trigger1 = Time = 0
var(20) = 1
[State -3,STOPBGM HELPER]
type = Helper
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State BGMOFF]
type = StopSnd
trigger1 = Time = 0
channel = 2;BGM

[State ChangeBGM]
type = PlaySnd
trigger1 = Time = 0
value = 3512,0;Ｒｏｃｋｓ
;channel=2;特殊bgm

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = null;AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 26,-56;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 70;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State WPNKO 2];♪ROCKS
type = Explod
trigger1 = time = 1
anim = 65128
id = 65128;
pos = 0,0
postype = left
removetime = 150
sprpriority = 5
ontop = 1
bindtime = -1

[State WPNKO 2];オーラ
type = Explod
trigger1 = Time = 1
id = 4032
anim = 4032
pos = 0,10
postype = p1
removetime = 620;歌う時間だけ
sprpriority = 3
removeongethit = 1
scale = 1.3,1.3
bindtime = -1

[State WPNKO 2];ぼえ
type = Explod
trigger1 = Time > 0 
trigger1 = Time%20 = 0
id = 35123
anim = 35123+(Random%3)
pos = 0,-56
postype = p1
vel = 3+(Random%3),-2+(Random%4)
facing = facing
removetime = 30
sprpriority = 3

[State 220, 4] ;波紋
type = Projectile
trigger1 = Time > 0 
trigger1 = Time%21 = 0
projid = 35126
projanim = 35126
projhitanim = -1;4004
projremanim = 4004
offset = ceil(P2Dist X-20)+(Random%40),ceil(enemynear,Pos Y)-50+(Random%25)
velocity = 0,0
; HitDef
attr = S, SP
animtype = Light
damage    = 6
;facing = ifelse(facing = -1,1,facing)
projscale = ceil(facing),1
projremove = 0
projremovetime = 4
hitflag = MAFD
guardflag = MAF
pausetime = 0,16
sparkno = -1;S4004;6
guard.sparkno = -1;S4004;23
;sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.velocity = -5
air.juggle = 9
air.fall = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 200
value = 3512,10;いけえっガウンジェノサイダー！

[State 4500, Helper]
type = Helper
trigger1 = Time = 220
trigger1 = !Numhelper(65120)
helpertype = Normal
name = "SRX Beam Helper"
ID = 65120
stateno = 65120;4501
pos =  0,-70;-130,-54
postype = back
facing = 1
ownpal = 1
removeongethit = 1

[State ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = 35122

[State BGMOFF]
type = varset
trigger1 = Time >= 620
var(20) = 0

[State BGMOFF]
type = null;StopSnd;鳴り終わるとそのまんまなんでこれは入れなくていい
trigger1 = Time >= 620
channel = 2;BGM

[State Return]
type = ChangeState
trigger1 = Time >= 620
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; びーむ制御
[Statedef 65120]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 5
anim = 30030
juggle = 1
ctrl = 0
hitcountpersist = 1

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

[State 4501, PosSet]
type = null;PosSet
;trigger1 = parent, facing = 1
trigger1 = 1
y = -120
ignorehitpause = 1

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = S, HP
animtype  = Hard
damage    = 2,1;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 385             ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = S65120
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -10,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506

[State BAMPRESTO]
type = PlaySnd
trigger1 = movehit
value = 3512,11
persistent = 0

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = S
;trigger2 = enemyNear, StateType = C
;x = -15

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = L
;x = -4

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State Beamend]
type = changeanim
trigger1 = Time = 360
value = 30031

[State ***]
type = playsnd
trigger1 = Anim = 30031
trigger1 = Animelem = 1
value = 0,0

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = Anim = 30031
trigger1 = Animtime = 0
;trigger2 = !AnimTime

;------------------------------
[Statedef 35122];歌魔理沙　Rocks2-1
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1
;anim = 35122

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = 1
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

[State BGMOFF]
type = varset
trigger1 = Time = 0
var(20) = 1
[State -3,STOPBGM HELPER]
type = Helper
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State BGMOFF]
type = StopSnd
trigger1 = Time = 0
channel = 2;BGM

[State ChangeBGM]
type = PlaySnd
trigger1 = Time = 0
value = 3512,1;Ｒｏｃｋｓ
;channel=2;特殊bgm

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = null;AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 26,-56;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 86;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State WPNKO 2];♪ROCKS
type = Explod
trigger1 = time = 1
anim = 65128
id = 65128;
pos = 0,0
postype = left
removetime = 150
sprpriority = 5
ontop = 1
bindtime = -1

[State WPNKO 2];オーラ
type = Explod
trigger1 = Time = 1
id = 4032
anim = 4032
pos = 0,10
postype = p1
removetime = 680;歌う時間だけ
sprpriority = 3
removeongethit = 1
scale = 1.3,1.3
bindtime = -1

[State WPNKO 2];ぼえ
type = Explod
trigger1 = Time > 0 
trigger1 = Time%20 = 0
id = 35123
anim = 35123+(Random%3)
pos = 0,-56
postype = p1
vel = 3+(Random%3),-2+(Random%4)
removetime = 30
facing = facing
sprpriority = 3

[State 220, 4] ;波紋
type = Projectile
trigger1 = Time > 0 
trigger1 = Time%21 = 0
projid = 35126
projanim = 35126
projhitanim = -1;4004
projremanim = 4004
offset = ceil(P2Dist X-20)+(Random%40),ceil(enemynear,Pos Y)-50+(Random%25)
velocity = 0,0
; HitDef
attr = S, SP
animtype = Light
damage    = 6
;facing = ifelse(facing = -1,1,facing)
projscale = ceil(facing),1
projremove = 0
projremovetime = 4
hitflag = MAFD
guardflag = MAF
pausetime = 0,16
sparkno = -1;S4004;6
guard.sparkno = -1;S4004;23
;sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.velocity = -5
air.juggle = 9
air.fall = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 200
value = 3512,12;テレキネシスミサイル発射！

[State 4500, Helper]
type = Helper
trigger1 = Time = 280
trigger1 = !Numhelper(65121)
helpertype = Normal
name = "SRX Missile Helper"
ID = 65121
stateno = 65121;4501
pos =  0,0;-130,-54
postype = back
facing = 1
ownpal = 1
removeongethit = 1

[State ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = 35122

[State BGMOFF]
type = varset
trigger1 = Time >= 680
var(20) = 0

[State BGMOFF]
type = null;StopSnd;鳴り終わるとそのまんまなんでこれは入れなくていい
trigger1 = Time >= 680
channel = 2;BGM

[State Return]
type = ChangeState
trigger1 = Time >= 680
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; みさいる制御
[Statedef 65121]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 5
anim = 15123
juggle = 1
ctrl = 0
hitcountpersist = 1

[State Pos]
type = null;Posset
trigger1 = 1
X = 0
Y = 0

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

;アタリ判定
[State 4501, HitDef]
type = HitDef
trigger1 = Time >= 20
trigger1 = Time%10 = 0
attr = S, HP
animtype  = Hard
damage    = 6,1;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 9999             ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = -1;S65120
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0,-.5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = High
air.velocity = 0,-.5
airguard.velocity = 0
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506

[State 210, 1]
type = PlaySnd
trigger1 = Time %10 = 0
value = 0,15+(Random%3);爆音
channel = 1;se

[state 4002, 1];
type = explod
trigger1 = Time %5 = 0
anim = 6000
id = 35102
postype = left
pos = Random%320, 1*(1+(Random%240))
ownpal = 0
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 2,2

[state 4002, 1];
type = explod
trigger1 = Time %15 = 0
anim = 65121
id = 35102
postype = left
pos = (Random%320)-6, (1+(Random%240))-6
ownpal = 0
velocity = 2.6,5.6
bindtime = 1
removetime = 40
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 2.5,2.5

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = S
;trigger2 = enemyNear, StateType = C
;x = -15

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = L
;x = -4

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = Time = 420
;trigger2 = !AnimTime

;------------------------------
[Statedef 35130];大蛇薙　その１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35132
sprpriority = 2
velset = 0,0

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time < 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,44;ぶちころすぞ・・・
channel = 0;vc

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Time = 0
pos = 26,-54;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

;指先ほのお
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 65130
id = 65130;7000
postype = p1
pos = 26, -60
sprpriority = 3
ownpal = 1
removetime = -1
bindtime = -1
supermove = 1
persistent = 0
removeongethit = 1

[State -1]
Type     = NotHitBy
Trigger1 = Time = 0
Value    = , AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = !Var(59)
trigger1 = Animtime = 0
trigger1 = command != "holdy";ボタンを離したか
trigger2 = time > 180
Trigger3 = Var(59) && RoundState = 2
Trigger3 =  Animtime = 0
value = 35131
;------------------------------
[Statedef 35131];大蛇薙　その２
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35133


[State modexp]
type = modifyexplod
trigger1 = animelemtime(1) = 0
id = 65130
postype = p1
pos = -2,-52
[State modexp]
type = modifyexplod
trigger1 = animelemtime(2) = 0
id = 65130
postype = p1
pos = 0,-54
[State modexp]
type = modifyexplod
trigger1 = animelemtime(3) = 0
id = 65130
postype = p1
pos = 4,-56
[State modexp]
type = modifyexplod
trigger1 = animelemtime(4) = 0
id = 65130
postype = p1
pos = 34,-42
sprpriority = -1
[State modexp]
type = modifyexplod
trigger1 = animelemtime(5) = 0
id = 65130
postype = p1
pos = -8,-48
sprpriority = -1
[State Remexp]
type = removeexplod
trigger1 = animelemtime(5) = 26
id = 65130
[state 4002, 1]
type = explod
trigger1 = animelemtime(5) = 26
anim = 65131
id = 65131;7000
postype = p1
pos = -8,-48
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

;振るう炎１
[state 4002, 1]
type = explod
trigger1 = animelemtime(5) = 0
anim = 65132
id = 65132;7000
postype = p1
pos = -8,-56
sprpriority = -1
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1,.4
removeongethit = 1
;振るう炎２
[state 4002, 1]
type = explod
trigger1 = animelemtime(4) = 0
anim = 65133
id = 65133;7000
postype = p1
pos = 48,-34
sprpriority = 3
ownpal = 1
removetime = 16
bindtime = -1
supermove = 1
persistent = 0
removeongethit = 1
[state 4002, 1]
type = explod
trigger1 = animelemtime(4) = 16
anim = 65134
id = 65134;7000
postype = p1
pos = 48,-34
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
removeongethit = 1

;攻撃判定は炎に
[State Atari]
type = Projectile
trigger1 = animelemtime(5) = 0
projID = 65135
projanim = 65135
projscale = 1,1
projremove = 0
projremovetime = 12
offset = 108,-38
postype = p1
;hitdef
attr = S, HP
animtype  = Hard
damage    = 180,10;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,7
Sparkno = -1;S6000
sparkxy = 0,0;ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,17
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-3
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -3,-3
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
projedgebound = 120
projstagebound = 120
palfx.time = 55
palfx.add = -40,30,-100
palfx.sinadd = 50,60,60,10
palfx.color = 0
palfx.invertall = 1

[State Baku]
type = explod
trigger1 = ProjHitTime(65135) = 1
anim = 6000
postype = p2
pos = -6,2
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
[State Baku]
type = explod
trigger1 = ProjHitTime(65135) = 1
anim = 6000
postype = p2
pos = -30,-34
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1.5,1.5
[State Baku]
type = explod
trigger1 = ProjHitTime(65135) = 1
anim = 6000
postype = p2
pos = 12,-56
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1.5,1.5
[State Baku]
type = explod
trigger1 = movehit
anim = 6000
postype = p2
pos = -16,-78
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1.5,1.5


[State 210, 1]
type = VelSet
trigger1 = animelemtime(5) = 0
X = 5

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(5) = 0
value = 1,8;でりゃあ！
channel = 0;vc
[State 210, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 0,16;
channel = 1;se

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1
;------------------------------
[Statedef 35140];やみどうこく　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State WPNSUB];投げがスカってもゲージは減るｗ
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
id = 35140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF
guard.dist        = 0             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35142       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66140       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081

;------------------------------
[Statedef 35141];やみどうこく　スカ
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,45;チッ・・・！
channel = 0;VC

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

;------------------------------
[Statedef 35142];やみどうこく　メイン
type    = S
movetype= A
physics = N;S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35144;35083;

[State 810, Width 2-11]
type = Width
trigger1 = 1
edge = 40,0

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State Damage]
type = TargetLifeAdd
trigger1 = Time = [1,119]
id = 35140
value = -3
kill = 0
[State Damage]
type = TargetLifeAdd
trigger1 = Time = 120
id = 35140
value = -5
kill = 1

[State Vel]
type = targetvelset
trigger1 = Time = [120,125]
X = -3
Y = -1

[State Bind]
type = TargetBind
trigger1 = Time = [0,120]
id = 35140
time = 1
pos = 54,-50

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,30;ふふふふふふ
channel=0;VC
[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,36;えふぇくとさうんど
channel=1;se

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 52,-56;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
;trigger1 = !numexplod(1005)
persistent = 0
anim = 15062
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[state 4002, 1]
type = explod
trigger1 = Time = 1
trigger1 = !numexplod(35142)
anim = 35142
id = 35142;7000
postype = p1
pos = 54,0
random = 32,32
scale = 1.6,1.6
sprpriority = 3
ownpal = 1
removetime = 119
bindtime = -1
supermove = 1
persistent = 0
[state 4002, 1]
type = modifyexplod
trigger1 = numexplod(35142)
id = 35142;7000
postype = p1
pos = 54,0
random = 32,32
[state 4002, 1]
type = explod
trigger1 = Time = 120
trigger1 = !numexplod(35143)
anim = 35143
id = 35143
postype = p1
pos = 54,0
scale = 1.6,1.6
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State Anim]
type = null;Changeanim
trigger1 = Time = 120
value = 801

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 120
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State remexp]
type = removeexplod
trigger1 = Time > 120
trigger1 = Animtime = 0
id = 15060

[State End]
type = ChangeState
trigger1 = Time > 120
trigger1 = Animtime = 0
value = 0
ctrl = 1
;テキさんステート-------------
[Statedef 66140]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 66140
sprpriority = 1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State Anim]
type = changeanim2
trigger1 = Time = 0
value = 66140

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる


[State Change]
type = SelfState
trigger1 = Time > 110
value = 5030 
;------------------------------
[Statedef 35150];運送　その１　突進
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35153
sprpriority = 2
velset = 0,0

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7.4;6.5

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time < 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,0;いくぜっ
channel = 0;vc

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 800, 1]
type = HitDef
Trigger1 = 1
id = 35150
attr = SCA, HT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          ;運送は自重しない
guardflag = MA
guard.dist        = 95             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = S4023
hitsound   = S0,42;S5,1
sparkxy = -16,-28;-35
guardsound = S0,7;S6,0
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35151       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66150       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Time = 0
pos = 5,-54;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State -1]
Type     = NotHitBy
Trigger1 = Time = 0
Value    = , AP;AA
Time     = 2

[State -1]
Type        = AfterImage
Trigger1    = Time = 0
Time        = 60
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 10
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 0,220,40;0  , 0  , 150
;PalAdd      = 0  , 0  , 0
;PalMul      = .5 , .5 , .5
Peresistent = 1

[State End]
type = ChangeState
trigger1 = time > 60
trigger2 = moveguarded
value = 101
;------------------------------
[Statedef 35151];運送　その２　大運送
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
sprpriority = 2

[State Turn]
type = Turn
Trigger1 = !Var(59)
trigger1 = Time = 0
trigger1 = command = "holdback"
Trigger2 = Var(59) && RoundState = 2
Trigger2 = Time = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = 9;7

[State Zanzou]
type = AfterImageTime
trigger1 = 1
time = -1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

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

;運送オーラ
[state 4002, 1]
type = explod
trigger1 = Time = 0
trigger1 = !numexplod(35151)
anim = 3000
id = 35151
postype = p1
pos = -12,-45
sprpriority = -4
ownpal = 1
removetime = -1
bindtime = -1
supermove = 1
persistent = 0
scale = 0.4,0.4

[State Bind]
type = TargetBind
trigger1 = 1
id = 35150
time = 1
pos = -12,-45
[State Bind]
type = TargetFacing
trigger1 = 1;time = 0
id = 35150
value = -1

[State End]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 8
value = 35152

;------------------------------
[Statedef 35152];運送　フィニッシュ
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
anim = 801
sprpriority = 2
velset = -18,0

[State Remexp]
type = removeexplod
trigger1 = Time = 0
ID = 35151

[State Zanzou]
type = AfterImageTime
trigger1 = 1
time = 0

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

[State Bind]
type = TargetBind
trigger1 = Time = 0
id = 35150
time = 1
pos = 68,-46
[State Vel]
type = null;targetvelset
trigger1 = Time < 10
ID = 35150
Y = -3
[State Bind]
type = TargetState
trigger1 = time = 1
value = 66151
ID = 35150
[State Bind]
type = TargetLifeadd
trigger1 = time = 0
value = -200
ID = 35150


[State Aura]
type = helper
trigger1 = Time = 0
;trigger1 = !numhelper(35153)
id = 35153
stateno = 35153
postype = p1
pos = 0,0
supermovetime = 99999999
pausemovetime = 99999999
[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,17;運送サウンド
channel = 1;se
[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,8;デリャア！
channel = 0;vc
[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,43;チャージＸ８
;channel=1;SE

[State SuperChancelUnsou]
type = ChangeState
triggerall = var(5) = 15;運送装備？
triggerall = var(6);げーじ大丈夫？
;trigger1 = 1;Time >= 0;キャンセル
trigger1 = !var(59);AIOFF時
trigger1 = Time = [10,20]
trigger1 = command = "SPWeapons"
;AIが入っている場合、別途追記で
Trigger2 = Var(59) && RoundState = 2
Trigger2 = Time = 15
Trigger2 = Random < 100 * Var(59)
value = 35150

[State End]
type = ChangeAnim
trigger1 = Time <= 30
value = anim
elem = 1
[State End]
type = ChangeState
trigger1 = Time > 30
trigger1 = Animtime = 0
value = 0
ctrl = 1
;------------------------------
[Statedef 35153];運送　ヘルパー
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
anim = 9999
sprpriority = 2
velset = 0,0

[State inv]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State Width]
type = Width
trigger1 = 1
edge = 32,0

;運送オーラ
[state 4002, 1]
type = explod
trigger1 = Time = 0
;trigger1 = !numexplod(35152)
anim = 35152
id = 35152;7000
postype = p1
pos = -32,0
sprpriority = 3
ownpal = 1
removetime = 30
facing = facing
bindtime = -1
supermove = 1
persistent = 0
[state 4002, 1]
type = modifyexplod
trigger1 = time > 20
id = 35152
scale = 1.0-((Time-20) / 10.0),1.0+((Time-20) / 10.0)

[State end]
type = destroyself
trigger1 = Time > 60
;------------------------------
[Statedef 65150];運送・ゴッドプレス　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
id = 65150
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdfwd", 1, -1) ;前を押したらターンする設定
;p1facing = 1;
p2facing = 1          ;？
p1stateno = 65151       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66150       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 65081

;------------------------------
[Statedef 65151];運送　その２　大運送
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
sprpriority = 2
;Anim      = 35153

[State Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 35153
elem = 3

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,42;がきょおん！運送サウンド
channel = 1;se

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

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

[State 100, 1]
type = VelSet
trigger1 = 1
x = 9;7

[State Bind]
type = TargetBind
trigger1 = 1
id = 65150
time = 1
pos = -12,-45
[State Bind]
type = TargetFacing
trigger1 = 1;time = 0
value = -1
ID = 65150


[State End]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 8
value = 65152

;------------------------------
[Statedef 65152];運送　フィニッシュ
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
anim = 801
sprpriority = 2
velset = -18,0

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

[State Bind]
type = TargetBind
trigger1 = Time = 0
id = 65150
time = 1
pos = 68,-46
[State Vel]
type = null;targetvelset
trigger1 = Time < 10
ID = 65150
Y = -3
[State Bind]
type = TargetState
trigger1 = time = 1
value = 66151
ID = 65150
[State Bind]
type = TargetLifeadd
trigger1 = time = 0
value = -78
ID = 65150


[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,17;運送サウンド
channel = 1;se
[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,7;フンッ！
channel = 0;vc

;叩きつけ
[state 4002, 1]
type = explod
trigger1 = Time = 0
trigger1 = !numexplod(6016)
anim = 4033;3010;6016
pos = 25,0
postype = p2
sprpriority = 3
bindtime = 1
facing = -1
removetime = -2
id = 6016
shadow = -1
ownpal = 1

[State SuperChancelUnsou]
type = ChangeState
triggerall = var(5) = 15;運送装備？
triggerall = var(6);げーじ大丈夫？
;trigger1 = 1;Time >= 0;キャンセル
trigger1 = !var(59);AIOFF時
trigger1 = Time = [10,20]
trigger1 = command = "SPWeapons"
;AIが入っている場合、別途追記で
Trigger2 = Var(59) && RoundState = 2
Trigger2 = Time = 15
Trigger2 = Random < 100 * Var(59)
value = 35150

[State End]
type = ChangeAnim
trigger1 = Time <= 30
value = anim
elem = 1
[State End]
type = ChangeState
trigger1 = Time > 30
trigger1 = Animtime = 0
value = 0
ctrl = 1
;テキさんステート-------------
[Statedef 66150]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 66140
sprpriority = 1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State Anim]
type = changeanim2
trigger1 = Time = 0
value = 66150

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

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

[State Change]
type = null;SelfState
trigger1 = Time > 110
value = 5030 
;テキさんステート-------------
[Statedef 66151]
type    = A
movetype= H
physics = N
velset = -1,-6
;anim = 66140
sprpriority = 1

[State Gravity]
type = veladd
trigger1 = 1
y = .48

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 1

[State Anim]
type = changeanim2
trigger1 = Time = 0
value = 66151

[State Change]
type = SelfState
;trigger1 = 1;Time > 110
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 35160];名を言ってみろ！その１
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35102;別途で投げアニメを製作する
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
;trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = -1;300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3516,0;おい貴様！
channel=0;vc

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35160
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35161       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66161      ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State remexp]
type = removeexplod
trigger1 = animtime = 0;
id = 15060
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081
;---------------------------------------------------------------------------
[Statedef 35161];名を言ってみろ！その２
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35144;別途で投げアニメを製作する
sprpriority = 2

[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP

[State 810, Width 2-11]
type = Width
trigger1 = 1
edge = 180,140

[State Anim]
type = changeanim
trigger1 = 1
value = 35144
elem = 1

[State Bind]
type = targetbind
id = 35160
trigger1 = 1
pos = 52,-70

[State Catch]
type = PlaySnd
trigger1 = Time = 0
value = 0,42;がきょおん！

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3516,1;質問に答えろ！
channel=0;vc

[State FUKIDASI]
type = explod
trigger1 = Time = 0
anim = 35162
id = 35162
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 80
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State Window 1p]
type = Helper
Trigger1 = time > 80
trigger1 = !Numhelper(65160)
ID = 65160
Name = "Window"
Pos = 0,0
PosType = left;p1
StateNo = 65160
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State Next];ステートを抜けられた場合
type = changestate
triggerall = time >= 100
trigger1 = numtarget = 0;タゲが消えた
trigger2 = enemy,anim != [66160,66163];タゲのアニメが違う
value = 35167

[State Next];正解その１・魔理沙
type = changestate
triggerall = time >= 100
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 0;１番目が魔理沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 0;２番目が魔理沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 0;３番目が魔理沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35162
[State Next];正解その２・魔梨沙
type = changestate
triggerall = time >= 100
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 1;１番目が魔梨沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 1;２番目が魔梨沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 1;３番目が魔梨沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35163
[State Next];ハズレ・マリオ
type = changestate
triggerall = time >= 100
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 2;１番目がまりお
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 2;２番目ががまりお
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 2;３番目ががまりお
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35164

;----------------------------------------------
[Statedef 35162]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 

[State 210, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0,31;

[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP

[State FUKIDASI];わかってるじゃねえか
type = explod
trigger1 = Time = 0
anim = 35163
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State anm]
type = changeanim
trigger1 = 1
value = 195
elem = 1

[State Bind]
type = TargetState
trigger1 = Time = 40
value = 66151


[State remexp]
type = removeexplod
trigger1 = time = 60;
id = 15060

[State 195, 2]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1
;----------------------------------------------
[Statedef 35163]
type = S
ctrl = 0
anim = 70003
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,30;ふふふふふ
channel = 0;VC

[State FUKIDASI];うふふふふ
type = explod
trigger1 = Time = 0
anim = 35164
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999


[State Bind]
type = TargetState
trigger1 = Time = 40
value = 66151


[State remexp]
type = removeexplod
trigger1 = time = 60;
id = 15060

[State 195, 2]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1

;----------------------------------------------
[Statedef 35164]
type = S
ctrl = 0
anim = 5800
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3516,4;いやっふー
channel = 0;VC

[State FUKIDASI];いやっふうううう
type = explod
trigger1 = Time = 0
anim = 35165
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State EFF];回転
type = explod
trigger1 = Time = 0
anim = 4032
id = 35163
postype = p1
pos = 0,10
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State Bind]
type = Targetlifeadd
trigger1 = Time%4 = 0
trigger1 = anim != 41
value = -10
[State 210, 1]
type = PlaySnd
trigger1 = Time%4 = 0
trigger1 = anim != 41
value = 0,6;ひっと音
[State Hitspark]
type = Explod
trigger1 = Time%4 = 0
trigger1 = anim != 41
anim = 4002
id = 4002
postype = p1
bindtime = 1
pos = floor(p2dist X-30+(Random%60)),floor(-(Random%60))
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 210, 1]
type = PlaySnd
trigger1 = time = 40
value = 0,5;ひっと音
[State Hitspark]
type = Explod
trigger1 = time = 40
anim = 4004
id = 4002
postype = p1
bindtime = 1
pos = floor(p2dist X),floor(-50)
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999

[State anm]
type = changeanim
trigger1 = time >= 40
value = 41
elem = 2

[State Next]
type = ChangeState
trigger1 = Time = [40,59]
triggerall = !var(59)
triggerall = command = "SPWeapons"
triggerall = var(5) > 0;装備してる？
triggerall = var(6);げーじ大丈夫？
value = 35165
ctrl = 0

[State Next, AI]
type = ChangeState
triggerall = var(59)
TriggerAll = Var(5) || (PalNo % 6) = 0	;装備してる
TriggerAll = Var(6) || (PalNo % 6) = 0	;げーじ大丈夫？
trigger1 = Time = [40,59]
trigger1 = random < 91 * var(59)
value = 35165
ctrl = 0

[State Bind]
type = TargetState
trigger1 = Time = 60
value = 66151


[State remexp]
type = removeexplod
trigger1 = time = 80;
id = 15060

[State 195, 2]
type = ChangeState
trigger1 = Time = 80
value = 0
ctrl = 1

;----------------------------------------------
[Statedef 35165]
type = S
ctrl = 0
anim = 70003
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3516,2;おいおいいいのか？
channel = 0;VC

[State 210, 1]
type = PlaySnd
trigger1 = Time = 230;だいたいこのくらい
value = 3516,3;答えろ・・・！
channel = 0;VC

[State anm]
type = changeanim
trigger1 = time >= 230
value = 195
elem = 1

[State FUKIDASI];いいのか？そんな
type = explod
trigger1 = Time = 0
anim = 35167
id = 35167
postype = p1
pos = -10,-70
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 230
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[State FUKIDASI];こたえろ・・・！
type = explod
trigger1 = Time = 230
anim = 35168
id = 35167
postype = p1
pos = -10,-90
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 80
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999


[State Bind]
type = TargetState
trigger1 = time = 270
value = 66161


[State 195, 2]
type = null;ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1


[State Window 1p]
type = Helper
triggerall = time >= 310
trigger1 = !Numhelper(65160)
ID = 65160
Name = "Window"
Pos = 0,0
PosType = left;p1
StateNo = 65160
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State Next];正解その１・魔理沙
type = changestate
triggerall = time >= 310
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 0;１番目が魔理沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 0;２番目が魔理沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 0;３番目が魔理沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35162
[State Next];正解その２・魔梨沙
type = changestate
triggerall = time >= 310
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 1;１番目が魔梨沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 1;２番目が魔梨沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 1;３番目が魔梨沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35163
[State Next];ハズレ・マリオ
type = changestate
triggerall = time >= 310
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 2;１番目がまりお
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 2;２番目ががまりお
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 2;３番目ががまりお
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35166

;----------------------------------------------
[Statedef 35166];フィニッシュ
type = S
ctrl = 0
anim = 800
velset = 0,0
movetype = I
physics = S
sprpriority = 2


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3516,5;
channel = 0;VC

[State FUKIDASI];
type = explod
trigger1 = Time = 0
anim = 35166
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State anm]
type = changeanim
trigger1 = time = [6,60]
value = 802
elem = 3


[State TAIKIKEN]
type = Explod
trigger1 = Time = 50
trigger1 = !Numexplod(15100)
anim = 65165;大気圏
id = 15100
postype = left
pos = 0,0
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 5
;ontop = 1
facing = 1;
scale = 1,1
supermovetime = 99999
pausemovetime = 99999


[State Bind]
type = TargetState
trigger1 = Time = 50
value = 66151
[State Bind]
type = Targetvelset
trigger1 = Time = 51
Y = -50
[State Bind]
type = Targetlifeadd
trigger1 = Time = 51
value = -200


[State CRUSH!]
type = EnvShake
trigger1 = Time = 50
time = 100
freq = 160
ampl = -10
phase = 0
persistent = 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 50
value = 0,18;

[State DelBG]
type = Removeexplod
trigger1 = Time = 200
trigger1 = Numexplod(15100)
ID = 15100

[State remexp]
type = removeexplod
trigger1 = time = 200;
id = 15060

[State 195, 2]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1

;----------------------------------------------
[Statedef 35167];エラー抜け用
type = S
ctrl = 0
anim = 920
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,45;チッ・・・！

[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP

[State Bind]
type = TargetState
trigger1 = Time = 0
value = 66151

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State 195, 2]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1
;------------------------------------------
;選択肢ウィンドウ
[Statedef 65160]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 4;
anim = 9999
juggle = 1
ctrl = 0
hitcountpersist = 1

;Var(10)で抽選！
;０　１番目が正解
;１　２番目が正解
;２　３番目が正解
[State KUJI]
type = varset
trigger1 = time = 0
var(10) = random%3;0-2の範囲

;ぱたーん１
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 0;０のとき
var(11) = 0
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 0;０のとき
var(12) = 1+(random%2);１か２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 0;０のとき
var(13) = ifelse(var(12)=1,2,1)
;ぱたーん２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 1;1のとき
var(11) = 1+(random%2);１か２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 1;1のとき
var(12) = 0
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 1;1のとき
var(13) = ifelse(var(11)=1,2,1)
;ぱたーん３
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 2;2のとき
var(11) = 1+(random%2);１か２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 2;2のとき
var(12) = ifelse(var(11)=1,2,1)
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 2;2のとき
var(13) = 0

;		０　　　１　　　２
;選択肢　０　魔理沙　魔梨沙　魔理緒
;選択肢　１　魔梨沙　魔理沙　魔理緒
;選択肢　２　魔梨沙　魔理緒　魔理沙

[State offset]
type = varset
trigger1 = parent,facing = 1
var(0) = 215
[State offset]
type = varset
trigger1 = parent,facing = -1
var(0) = 0

[State FUKIDASI]
type = explod
trigger1 = 1
trigger1 = !numexplod(65160)
anim = 65160
id = 65160
postype = left
pos = 5+var(0),60
facing = 1
sprpriority = 4
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State SENTAKU1]
type = explod
trigger1 = 1
trigger1 = !numexplod(65161)
anim = 65161+var(11);抽選漏れなら別選択肢
id = 65161
postype = left
pos = 25+var(0),70
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[State SENTAKU2]
type = explod
trigger1 = 1
trigger1 = !numexplod(65162)
anim = 65161+var(12);抽選漏れなら別選択肢
id = 65162
postype = left
pos = 25+var(0),90
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[State SENTAKU3]
type = explod
trigger1 = 1
trigger1 = !numexplod(65163)
anim = 65161+var(13);抽選漏れなら別選択肢
id = 65163
postype = left
pos = 25+var(0),110
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State CUR]
type = explod
trigger1 = 1
trigger1 = !numexplod(65164)
anim = 65164;かーそる
id = 65164
postype = left
pos = 15+var(0),78
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[state 4002, 1]
type = modifyexplod
trigger1 = numexplod(65164)
trigger1 = enemy,anim = [66160,66161]
id = 65164
postype = left
pos = 15+var(0),78
[state 4002, 1]
type = modifyexplod
trigger1 = numexplod(65164)
trigger1 = enemy,anim = 66162
id = 65164
postype = left
pos = 15+var(0),98
[state 4002, 1]
type = modifyexplod
trigger1 = numexplod(65164)
trigger1 = enemy,anim = 66163
id = 65164
postype = left
pos = 15+var(0),118

[State Vel]
type = velset
trigger1 = 1
X = 0
Y = 0

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

;エフェクト削除フラグはvar(20)
[State Delflag]
type = varset
trigger1 = 1;parent,stateno != 35161
var(20) = 1
[State Delflag]
type = varset
trigger1 = parent,stateno = 35161
trigger2 = parent,stateno = 35165
var(20) = 0

[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65160)
id = 65160
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65161)
id = 65161
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65162)
id = 65162
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65163)
id = 65163
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65164)
id = 65164

;var(30)がタイマー
[State Timer]
type = varset
trigger1 = time = 0
var(30) = 0
[State GuagePlus];回復音
type = PlaySnd
triggerall = var(30)%60 = 0
trigger1 = var(30) = [0,179]
value = 0,38
;channel = 4;SE臨時
;persistent = 0
[State Timer]
type = varadd
trigger1 = 1
var(30) = 1

[State Del]
type = destroyself
trigger1 = var(20) = 1

;---------------------------------------------------------------------------
[Statedef 66161];いってみろ！相手１
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP


[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State anim]
type = changeanim2
trigger1 = time = 0
value = 66160

[State anim]
type = changeanim2
triggerall = time >= 90
triggerall = animelem = 2,>=0
trigger1 = anim = 66162
trigger1 = command = "up"
trigger2 = anim = 66163
trigger2 = command = "down"
value = 66161

[State anim]
type = changeanim2
triggerall = time >= 90
triggerall = animelem = 2,>=0
trigger1 = anim = 66163
trigger1 = command = "up"
trigger2 = (anim = 66160)||(anim = 66161)
trigger2 = command = "down"
value = 66162

[State anim]
type = changeanim2
triggerall = time >= 90
triggerall = animelem = 2,>=0
trigger1 = (anim = 66160)||(anim = 66161)
trigger1 = command = "up"
trigger2 = anim = 66162
trigger2 = command = "down"
value = 66163
;---------------------------------------------------------------------------
[Statedef 35170];ＥＸ飛衛拳
;type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1053;別途で投げアニメを製作する
sprpriority = 2


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
trigger1 = 1
time = 4
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10
ignorehitpause = 1

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 15,-64;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State -1]
Type        = AfterImage
Trigger1    = Time = 1
Time        = 40
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
:PalBright   = 0  , 0  , 0
PalContrast = 100,100,40;0  , 0  , 150
;PalAdd      = 32,32,0
PalMul      = 1 , 1 , .5
Peresistent = 1


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

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

[state a]
type = statetypeset
trigger1 = pos y < 0
value = A
[state a]
type = statetypeset
trigger1 = time = 0
value = A

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = time <= 9
value = SCA,AA,AT,AP

[State push]
type = PlayerPush
trigger1 = anim = 1053
value = 0

[state a];蹴り
type = playsnd
trigger1 = anim = 1053
trigger1 = time = 1;
value = 3517,0;ほわちゃあ！
channel = 0;VC

[state a];蹴り
type = playsnd
trigger1 = anim = 1053
trigger1 = animelemtime(4) = 0;攻撃判定が出る直前
value = 1050,1

[state a]
type = posadd
trigger1 = anim = 1053
trigger1 = animelem = 3
x = 0;6
y = -10;-24


[state a]
type = velset
trigger1 = anim = 1053
trigger1 = time = 0
x = 10;6
y = -3;6.5

[state a]
type = veladd
trigger1 = time >= 30
trigger1 = vel x > 0
x = -0.2

[State rakka]
type = changeanim
trigger1 = anim = 1053
trigger1 = time >= 30
value = 1054

[state a]
type = velset
trigger1 = anim = 1053
trigger1 = vel x <= 2
x = 2

[state a]
type = veladd
trigger1 = 1
y = 0.1;4


;エフェクト関連
;アッパー
[State 5150, 6] 
type = Explod
trigger1 = anim = 1053
trigger1 = animelemtime(5) = 0;
trigger1 = !numexplod(1055)
anim = 1055
id = 1055
Postype     = P1
Pos         = 48,-58
scale = .5,.5
vel = 0,0
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 5150, 6] ;後ろ光
type = Explod
trigger1 = anim = 1053
trigger1 = animelemtime(5) = 0;
trigger1 = !numexplod(1056)
anim = 1056
id = 1056
Postype     = P1
Pos         = -15,-40
scale = .5,.5
vel = -1,0
ownpal = 1
removetime = 32;終了時消滅
bindtime = 1
sprpriority = 4
ignorehitpause = 1
[State 5150, 6] ;後ろ光
type = Explod
trigger1 = anim = 1053
trigger1 = animelemtime(5) = 0;
trigger1 = !numexplod(1057)
anim = 1057
id = 1057
Postype     = P1
Pos         = 0,-20
scale = .5,.5
vel = -.5,.5
ownpal = 1
removetime = 32;終了時消滅
bindtime = 1
sprpriority = 4
ignorehitpause = 1

[State DelExplod];アッパー消去
type = RemoveExplod
triggerall = numexplod(1055)
trigger1 = anim != 1053
ID = 1055

[State 640, 3]
type = HitDef
trigger1 = animelemtime(5) = 0;
attr = A, HA
damage    = floor(280),15
priority = 8, Dodge
guardflag = HA
pausetime = 0,60
guard.pausetime = 15,15
sparkno = -1
sparkxy = -10,-30
hitsound   = s0,18;
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-8;
guard.velocity = -11
air.velocity = -4,-8;
yaccel = 0.3
fall = 1
fall.recovertime = 60
hitonce = 1
ID = 600
nochainID = 9999

[State Pause];スローにする
type = Pause;
triggerall = movehit = [1,30]
triggerall = gametime%8 = 0
triggerall = vel X != 0;止まってなかったら
trigger1 = !winKO
time = 4
;movetime = 2

;ＨＩＴスパーク--------------------------------------------
[State 31020, Explod]
Type = null;Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = (target,const(size.Air.Front)), -10
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
[State 31020, Explod]
Type = null;Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -(target,const(size.Air.Back)), -10
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
[State 31020, Explod]
Type = null;Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = (target,const(size.Air.Front)), (target,const(size.head.pos.y))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
[State 31020, Explod]
Type = Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -(target,const(size.Air.Back)), (target,const(size.head.pos.y))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
;右肩をぶち抜く

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1
;--------------------

[State remexp]
type = removeexplod
trigger1 = time >= 120;
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 0
id = 15060

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1051

;---------------------------------------------------------------------------
[Statedef 35180];残悔拳
;type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35184;
sprpriority = 2


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time = 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[state a]
type = statetypeset
trigger1 = pos y < 0
value = A
[state a]
type = statetypeset
trigger1 = time = 0
value = A

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = time <= 9
value = SCA,AA,AT,AP

[state a]
type = velset
trigger1 = time = 0
x = 1
y = -5
[state a]
type = veladd
trigger1 = 1
y = 0.1;4

[State 640, 3]
type = HitDef
trigger1 = time = 0;
attr = A, HA
hitflag = M;地上のみ
damage    = floor(0),0
priority = 8, Dodge
guardflag = M
pausetime = 0,0
guard.pausetime = 15,15
sparkno = -1
sparkxy = -10,-30
hitsound   = s3518,0;
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0;
guard.velocity = -1
air.velocity = 0;
yaccel = 0.3
p2stateno = 65180
fall = 1
fall.recovertime = 60
hitonce = 1
ID = 600
nochainID = 9999


[state 4002, 1]
type = explod
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = !numexplod(35183)
anim = 35183
id = 35183
postype = back
pos = 0, 0
sprpriority = -5
ontop = 0
ownpal = 1
removetime = -1;200;-2
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0
IgnoreHitPause = 1

[State BGMON]
type = varset
trigger1 = numtarget > 0
trigger1 = movehit
var(20) = 1;ＢＧＭフラグ

[State BGMSTOP]
type = StopSnd;流石は切っておく
trigger1 = numtarget > 0
trigger1 = movehit
channel = 2;BGM

[State nex]
type = changestate
trigger1 = numtarget > 0
trigger1 = movehit
value = 35181

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1051

;---------------------------------------------------------------------------
[Statedef 35181];残悔拳
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35185;
sprpriority = 2


;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Pause];スローにする
type = Pause;
Trigger1 = Time%4 = 0
time = 2
movetime = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
var(6) = 0
[State Varset]
type = varset
Trigger1 = Time = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = nomusic
flag2 = noBG
flag3 = noFG
[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = timerfreeze

[State Pos]
type = posset
trigger1 = time = 0
X = floor(target,pos X)
Y = floor(target,const(size.head.pos.y))
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="KENSHIRO"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -120
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="RAOH"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -140
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="TOKI"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -120
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="JAGI"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -100


[State OHNO]
type = PlaySnd
;triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 50
value = 3518,99;北斗残悔拳
;channel = 0
[State WPNKO 2];特殊武器でKOした時 画像編
type = Explod
Trigger1 = Time = 50
anim = 35189
id = 35009;
pos = 0,0
postype = left
removetime = -1;150
sprpriority = 5
ontop = 1
bindtime = -1
pausemovetime = 9999
[State OHNO]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 200
value = 3518,2;貴様の命はあと３ＴＵＲＮ！
channel = 0

[state 4002, 1]
type = removeexplod
trigger1 = time = 500
trigger1 = numexplod(35183)
id = 35183
[state 4002, 1]
type = removeexplod
trigger1 = time = 500
trigger1 = numexplod(35009)
id = 35009

[State 0, 0]
type = Helper
;trigger1 = time = 500
trigger1 = time = 0
helpertype = normal
name = "You Are Dead For 3Sec letter!"
ID = 35185
stateno = 35185
postype = p2
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 500
supermovetime = 500


[state a20]
type = targetstate
trigger1 = numtarget > 0
trigger1 = time = 500
value = 65181

[State HANTEI ATARI INTRO];BGM停止後、イントロ
type = PlaySnd
Trigger1 = Time = 500
value = 3,1;テーレッテー
channel = 2;BGMチャンネル
persistent = 0

[state a20]
type = changestate
trigger1 = time >= 500
value = 35182
;---------------------------------------------------------------------------
[Statedef 35182];残悔拳
type    = A
movetype= A
physics = N
juggle  = 0
velset = 1,0
ctrl = 0
sprpriority = 2

[State anim]
type = changeanim
trigger1 = time = 0
value = 42
elem = 5
[State pos]
type = posadd
trigger1 = time = 0
Y = 30

[State grv]
type = gravity
trigger1 = 1

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1051

;---------------------------------------------------------------------------
[Statedef 35185];残悔カウンター
type    = S
movetype= I
physics = N
juggle  = 0
velset = 1,0
anim = 9999
ctrl = 0
sprpriority = 2

[State ID]
type = varset
trigger1 = time = 0
var(0) = enemynear,ID;秘孔を食らわせた相手のIDを記憶し、つけねらう
[State TIME]
type = varset
trigger1 = time = 0
var(1) = 300;終焉へのカウントダウン！

[State COUNTERWPN]
type = varset
Trigger1 = var(13) != var(1)
var(13) = var(1)

[State COUNTERRESET  1]
type = removeexplod
triggerall = numexplod(18000)
Trigger1 = var(10) != abs(var(13))%10;１の位は前回と違っているか？
id = 18000;1の位のカウンターを一旦黙らせる

[State COUNTERRESET  10]
type = removeexplod
triggerall = numexplod(18001)
Trigger1 = var(11) != floor(abs(var(13))*.1)%10;10の位は前回と違っているか？
id = 18001;10の位のカウンターを一旦黙らせる

[State COUNTERRESET  100]
type = removeexplod
triggerall = numexplod(18002)
Trigger1 = var(12) != floor(abs(var(13))*.01)%10;10の位は前回と違っているか？
id = 18002;10の位のカウンターを一旦黙らせる

[State Varset  1]
type = varset
Trigger1 = var(0) != abs(var(13))%10;１の位は前回と違っているか？
var(10) = abs(var(13))%10;

[State Varset 10]
type = varset
Trigger1 = var(1) != floor(abs(var(13))*.1)%10;10の位は前回と違っているか？
var(11) = floor(abs(var(13))*.1)%10

[State Varset 100]
type = varset
Trigger1 = var(1) != floor(abs(var(13))*.01)%10;10の位は前回と違っているか？
var(12) = floor(abs(var(13))*.01)%10

[State WPNCOUNTER_1 1p]
type = explod
trigger1 = !Numexplod(18000)
trigger1 = teamside = 1;1p側
anim = 65180+var(10);ぶきかうんたー１の位
id = 18000;アイコンID 1の位
postype = right
pos = -16,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_10 1p]
type = explod
trigger1 = !Numexplod(18001)
trigger1 = teamside = 1;1p側
anim = 65180+var(11);ぶきかうんたー10の位
id = 18001;アイコンID 2の位
postype = right
pos = -25,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_comma 1p]
type = explod
trigger1 = !Numexplod(18003)
trigger1 = teamside = 1;1p側
anim = 35182;ぶきかうんたーかんま
id = 18003;
postype = right
pos = -30,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_100 1p]
type = explod
trigger1 = !Numexplod(18002)
trigger1 = teamside = 1;1p側
anim = 65180+var(12);ぶきかうんたー100の位
id = 18002;アイコンID 2の位
postype = right
pos = -37,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1

[State WPNCOUNTER_1 2p]
type = explod
trigger1 = !Numexplod(18000)
trigger1 = teamside = 2;2p側
anim = 65180+var(10);ぶきかうんたー１の位
id = 18000;アイコンID 1の位
postype = left
pos = 29,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_10 2p]
type = explod
trigger1 = !Numexplod(18001)
trigger1 = teamside = 2;2p側
anim = 65180+var(11);ぶきかうんたー10の位
id = 18001;アイコンID 2の位
postype = left
pos = 20,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_comma 2p]
type = explod
trigger1 = !Numexplod(18003)
trigger1 = teamside = 2;2p側
anim = 35182;ぶきかうんたーかんま
id = 18003;
postype = left
pos = 15,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1
[State WPNCOUNTER_100 2p]
type = explod
trigger1 = !Numexplod(18002)
trigger1 = teamside = 2;2p側
anim = 65180+var(12);ぶきかうんたー100の位
id = 18002;アイコンID 2の位
postype = left
;pos = -37,200;暫定
pos = 8,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
scale = 1,1


[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = Time%2=0;時間経過が遅くなる
flag = timerfreeze

[State time]
type = varadd
triggerall = parent,stateno != 35181;このステート以外でタイマーを流す
trigger1 = time%5 = 0
var(1) = floor(-0.9);これくらいの速度ならテーレッテー終了に合う
[State time]
type = varset
trigger1 = var(1) <= 0
var(1) = 0

[State Clip]
type = DisplayToClipboard
trigger1 = 1
text = "TIME = %d"
params = var(1)

[State Posset]
type = posset
trigger1 = 1
X = playerID(var(0)),pos X
Y = playerID(var(0)),pos Y


[state a20];失敗
type = changestate
trigger1 = !parent,Alive
trigger2 = WINKO;もう勝っちゃった
value = 35187
;最後の瞬間
[state a20]
type = changestate
trigger1 = var(1) <= 0
;trigger1 = var(1) <= 280
value = 35186
;---------------------------------------------------------------------------
[Statedef 35187];何らかの要因で失敗
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 2

[State COUNTERRESET  1]
type = removeexplod
trigger1 = numexplod(18000)
id = 18000;1の位のカウンター
[State COUNTERRESET  10]
type = removeexplod
trigger1 = numexplod(18001)
id = 18001;10の位のカウンター
[State COUNTERRESET  100]
type = removeexplod
trigger1 = numexplod(18002)
id = 18002;10の位のカウンター
[State COUNTERRESET  comma]
type = removeexplod
trigger1 = numexplod(18003)
id = 18003;10の位のカウンター

[State BGMOFF]
type = parentvarset
trigger1 = !WinKO
var(20) = 1

[State destroyself]
type = destroyself
trigger1 = 1
;---------------------------------------------------------------------------
[Statedef 35186];秘孔発動
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 35188
ctrl = 0
sprpriority = 2

[State COUNTERRESET  1]
type = removeexplod
trigger1 = numexplod(18000)
id = 18000;1の位のカウンター
[State COUNTERRESET  10]
type = removeexplod
trigger1 = numexplod(18001)
id = 18001;10の位のカウンター
[State COUNTERRESET  100]
type = removeexplod
trigger1 = numexplod(18002)
id = 18002;10の位のカウンター
[State COUNTERRESET  comma]
type = removeexplod
trigger1 = numexplod(18003)
id = 18003;10の位のカウンター

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze
[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = time <= 300
flag = noBG
flag2 = noFG

[State -3,NOGUARD];ガード不能
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 640, 3]
type = HitDef
trigger1 = time = 0;
attr = A, HA
hitflag = MAF
damage    = floor(0),0
priority = 8, Dodge
guardflag = M
pausetime = 0,0
guard.pausetime = 15,15
sparkno = -1
sparkxy = -10,-30
hitsound   = -1;s3518,0;
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0;
guard.velocity = -1
air.velocity = 0;
yaccel = 0.3
p2stateno = 65182
fall = 1
fall.recovertime = 60
hitonce = 1
ID = 600
nochainID = 9999

[state a]
type = statetypeset
trigger1 = movehit
movetype= I

[State snd]
type = playsnd
trigger1 = numtarget > 0
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 3518,3;死に・・・たわっ
[State snd]
type = playsnd
trigger1 = numtarget > 0
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 3518,1;秘孔
channel = 1;SE
[State BGMSTOP]
type = StopSnd;流石は切っておく
trigger1 = numtarget > 0
trigger1 = movehit
channel = 2;BGM

[state 4002, 1]
type = explod
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = !numexplod(35187)
trigger1 = time = 280
anim = 35187
id = 35187
postype = back
pos = 0, 0
sprpriority = 5
ontop = 0
ownpal = 1
removetime = -2
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0
IgnoreHitPause = 1

[State FLASH]
type = AllPalFX
trigger1 = Time >= 300
trigger1 = numexplod(35187)
time = 2
;add = 256,256,256
add = (Time - 300)*5,(Time - 300)*5,(Time - 300)*5

[State 6430, 0]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = time = 280
value = 35052

[State 6430, 0]
type = Targetlifeadd
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = time = 280
value = -99999999

[State BGMOFF]
type = parentvarset
trigger1 = time > 320;ダメージ入れたあと、相手が生きている
trigger1 = !WinKO
var(20) = 0
[State destroyself]
type = destroyself
trigger1 = time > 320;ダメージ入れたあと、相手が生きている
trigger1 = !WinKO
trigger1 = !numexplod(35187)

;---------------------------------------------------------------------------
[Statedef 65180];残悔拳 相手
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 5010;
sprpriority = 2

[State pos]
type = posset
trigger1 = time = 0
Y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

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

[State anim]
type = changeanim
trigger1 = 1
value = anim
;---------------------------------------------------------------------------
[Statedef 65181];残悔拳 相手 一度開放してやる
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 5010;
sprpriority = 2

[State Self]
type = selfstate
trigger1 = 1
value = 5030
;---------------------------------------------------------------------------
[Statedef 65182];残悔拳 相手 死にたわっ！！！
type     = A                     
movetype = H                     
physics  = N                     
juggle   = 0                     
ctrl     = 0                     
anim     = 5010                  
velset = 0,0

[State -2, EX Flash]
type = PalFX
trigger1 = Time < 120
trigger1 = TimeMod = 4,0
ignorehitpause = 1
time = 2
add = 128,128,128

[State -2, EX Flash]
type = PalFX
trigger1 = Time >= 120
trigger1 = TimeMod = 4,0
ignorehitpause = 1
time = 2
add = 255,0,0

;-------------------
[State -1]
type = notHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
;--------------------テスト
[State 0, 3]
type = SprPriority
trigger1 = 1
value = -3

[state 0,0]
type = selfstate
trigger1 = time = 1500
value = 5100
ctrl = 0
;一定時間後 35052を読ませて爆発させる
;---------------------------------------------------------------------------
[Statedef 35190];天破活殺
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35192;
sprpriority = 2


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
movetime = 40;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State 31020, Explod]
Type = Explod
trigger1 = animelem = 12
trigger2 = animelem = 13
trigger3 = animelem = 14
trigger4 = animelem = 15
trigger5 = animelem = 16
trigger6 = animelem = 17
trigger7 = animelem = 18
SprPriority = 3
OnTop = 1
PosType = P1
Pos = 32,-42
scale = 2,2
ID = 31000
Anim = 30031
ignorehitpause = 1

[State 640, 3]
type = HitDef
trigger1 = animelem = 12
trigger2 = animelem = 13
trigger3 = animelem = 14
trigger4 = animelem = 15
trigger5 = animelem = 16
trigger6 = animelem = 17
trigger7 = animelem = 18
attr = A, SA
damage    = 24,12
priority = 6, Hit
guardflag = HA
getpower = 108,108
pausetime = 6,12
guard.pausetime = 5,12
sparkno = -1;s4002
sparkxy = -10,-40
hitsound   = s0,17
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-10
guard.velocity = -11
air.velocity = -2,-10
yaccel = 0.55 ;+ (var(3) - 1)*0.1
fall = 1
fall.recovertime = 60
ID = 600
nochainID = 9999

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(10) = 0
value = 1,8;でりゃあ！
channel = 0;VC
[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 12
value = 0,43;チャージＸ８
;channel=1;SE

[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 12,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 30,-120
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 13,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -20,-120
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 14,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -30,-80
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 15,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 20,-80
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 16,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 25,-60
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 17,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 18,-40
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 18,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 14,-20
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1


[State remexp]
type = removeexplod
trigger1 = animtime = 0;
id = 15060

[State exit]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
[Statedef 35200];タンクローリーだ！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 41;じゃんぷ
velset	  = 0,-30


[state 451,6]
type = screenbound
trigger1 = 1
value = 0


[State Changeanim]
type = ChangeAnim
Trigger1 = 1
value = anim
elem = 2

[State JUMP];すてーとを空中にする
type = StateTypeSet
trigger1 = Time = 0
statetype = A
movetype = A
physics = N

[State Next]
type = ChangeState
trigger1 = Pos Y < -600
value = 35201

;------------------------------
[Statedef 35201];落下
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35202;落下

[State VOICE]
type = Playsnd
trigger1 = Time = 0
value = 3520,0;タンクローリーだ！
channel = 0;VC

[State pos]
type = posset
trigger1 = time = 0
Y = -360

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

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = Null;AssertSpecial
trigger1 = Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State TANK]
type = explod
trigger1 = Time = 5
anim = 35203
id = 35203
postype = p1
pos = 0,0
facing = ifelse(facing != -1,1,-1)
ontop = 1
;sprpriority = -1
scale = .75,.75
removetime = 1500
bindtime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State Velset]
type = Velset
trigger1 = Time = 0
X = 5
Y = 18

[State 640, 3]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage    = 10,0
priority = 6, Hit
guardflag = M;地上のみガードＯＫ
getpower = 108,108
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1;s4002
sparkxy = -10,-40
hitsound   = s0,42;がきょおん！
guard.sparkno = -1;s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-10
guard.velocity = -11
air.velocity = -5,-10
yaccel = 0.55 ;+ (var(3) - 1)*0.1
p2stateno = 65200;ステートを取れない相手には当たらない
fall = 1
fall.recovertime = 60
Kill = 0
ID = 600
nochainID = 9999

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State -1]
Type     = ChangeState
Trigger1 = movehit
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 35204

[State -1]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 35202
;------------------------------
[Statedef 65200];相手くらい
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
anim = 5010
;velset = -5,18
velset = 0,0


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

[State pos]
type = VelSet
trigger1 = hitshakeover
x = -5
y = 18
persistent = 0

[State pos]
type = velset
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Y = 0
X = 0
[State pos]
type = posset
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Y = 0

[State Self]
type = SelfState
trigger1 = time >= 800
value = 5030
;------------------------------
[Statedef 65201];相手くらい２（タンク着地後）
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
anim = 5010
velset = 0,0

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

[State pos]
type = posset
Trigger1 = time = 0
Y = 0

[State Self]
type = SelfState
trigger1 = time >= 800
value = 5030
;------------------------------
[Statedef 65202];相手くらい３（ふっとび）
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
anim = 5061
velset = -20,0


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

[State anim]
type = changeanim
trigger1 = backedgebodydist < 10
value = 5061

[State Self]
type = SelfState
trigger1 = backedgebodydist < 10
value = 5030
;------------------------------
[Statedef 35202];落下
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 43;落下
velset = -3,-8


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

[State target]
type = targetstate
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
trigger1 = time = 0
value = 65202
persistent = 0

[State target]
type = targetlifeadd
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
trigger1 = time = 0
value = -120
[State target]
type = HitAdd
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
trigger1 = time = 0
value = 1

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State Pos]
type = posset
trigger1 = time = 0
Y = -146

[State TANK]
type = removeexplod
trigger1 = Time = 0
trigger1 = numexplod(35203)
id = 35203

[State VC];
type = PlaySnd;ばくはつ
trigger1 = Time = 0
trigger2 = Time = 2
trigger3 = Time = 4
value = 0,17
[state 4002, 1];
type = explod
trigger1 = Time = 0;この間画面まっしろ
trigger1 = !Numexplod(3030)
anim = 6001
id = 3030
postype = left
pos = 130, ScreenPos Y-Pos Y;まんなか
ownpal = 1
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 3,3
[state 4002, 1];
type = explod
trigger1 = Time = 0;この間画面まっしろ
trigger1 = !Numexplod(3031)
anim = 6001
id = 3031
postype = left
pos = 20, ScreenPos Y-Pos Y;ひだり
ownpal = 1
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 3,3
[state 4002, 1];
type = explod
trigger1 = Time = 0;この間画面まっしろ
trigger1 = !Numexplod(3032)
anim = 6001
id = 3032
postype = left
pos = 230,ScreenPos Y-Pos Y;みぎ
ownpal = 1
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 3,3

[State FLASH]
type = AllPalFX
trigger1 = Time = 0;この間画面まっしろ
time = 1
add = 256,256,256

[State grv]
type = gravity
trigger1 = 1

[State -1]
Type     = ChangeState
trigger1 = time >= 30
trigger1 = backedgebodydist <= -20;もし画面外なら
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 710
[State -1]
Type     = ChangeState
trigger1 = time >= 30
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 35203

;------------------------------
[Statedef 35203]
type    = S
physics = S
;FaceP2 = 1
ctrl = 0
anim = 47

[State Remove]
type = removeexplod
trigger1 = numexplod(15060)
ID = 15060
[State Remove]
type = removeexplod
trigger1 = numexplod(1055)
ID = 1055

[State Turn]
Type     = Turn
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 200, 1];Var(0)初期化
type = varset
trigger1 = time = 0
var(0) = 0

[State Snd_chakuti];着地音
Type = PlaySnd
Trigger1 = Time = 0
Value = 0,35;
;channel = 1;SE

[State Chakuti_Effect]
Type = Explod
Trigger1 = Time = 0
Anim = 4013;着地したエフェクト
ID = 4013
PosType = p1
Pos = 0,0
ownpal = 1
Bindtime = 1
Sprpriority = -2
Persistent = 0
Removeongethit = 0

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

;------------------------------
[Statedef 35204];HAHAHAHAHA無駄無駄無駄無駄無駄
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35204;
velset = 0,0


[State target]
type = targetstate
trigger1 = numtarget > 0
trigger1 = time = 0
value = 65201

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

[State BGMSTOP]
type = AssertSpecial
Trigger1 = 1;
flag = nobardisplay

[State pos]
type = posset
trigger1 = time = 0
Y = 0

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,31;HAHAHAHAHAHAHA!!!
channel = 0;VC

[State anim]
type = changeanim
trigger1 = time = 95
value = 35205

[State anim]
type = changeanim
trigger1 = time = 300;切り上げ
value = 35206

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 105
value = 3520,1;無駄無駄１
channel = 0;VC
[State ]
type = stopsnd
trigger1 = time = 300
channel = 0
[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = time = 310;切り上げ
value = 3520,2;無駄無駄１
channel = 0;VC

[State CRUSH!]
type = EnvShake
triggerall = anim = 35205
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
time = 10
freq = 160
ampl = -10
phase = 0

[State target]
type = targetlifeadd
triggerall = numtarget > 0;ターゲットがいる場合
triggerall = anim = 35205
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
value = -10
Kill = 0
[State target]
type = HitAdd
triggerall = numtarget > 0;ターゲットがいる場合
triggerall = anim = 35205
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
value = 1

[State 210, 1]
type = PlaySnd
triggerall = anim = 35205
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) > 0
trigger2 = time%18=0
value = 0,15+(Random%3);爆音
;channel = 1;se

[state 4002, 1];
type = explod
triggerall = anim = 35205
trigger1 = Time %5 = 0
trigger1 = animelemtime(5) >= 0
anim = 6000
id = 35102
postype = left
pos = Random%320, 1*(1+(Random%240))
ownpal = 0
bindtime = 1
ignorehitpause = 1
ontop = 1
sprpriority = 2
facing = 1
scale = 2,2


[State -1]
Type     = ChangeState
trigger1 = anim = 35206
trigger1 = animtime = 0
value = 35202

;------------------------------
[Statedef 35210];ｼｭﾝｺﾞｸ　開始
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35212;
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
;trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State Velset]
type = velset
trigger1 = time = 0
X = 3

[State 750, 2]
type = AfterImage
trigger1 = Time = 0
time = 35
trans = add1
timegap = 1
framegap = 3
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
id = 35140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF
guard.dist        = 0             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35211 + ifelse(Random%2=0,0,3)      ;投げが成功した場合の移動する１Ｐのステート
;p1stateno = 35214       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66210       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか


[State remexp]
type = removeexplod
trigger1 = time >= 30;
id = 15060

[State 800, 2]
type = ChangeState
Trigger1 = time >= 30
value = 35081
;------------------------------
[Statedef 35211];ｼｭﾝｺﾞｸ　暗転
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 80000;
sprpriority = 2

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State 810, Width 2-11]
type = Width
trigger1 = time <= 30
edge = 60,0

[State target]
type = targetbind
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time >= 0
pos = 50,0

[State BGMSTOP]
type = AssertSpecial
Trigger1 = 1;
flag = nobardisplay

[State Anim]
type = changeanim
trigger1 = anim = 80000
value = anim

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
var(6) = 0
[State Varset]
type = varset
Trigger1 = Time = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = nomusic
flag2 = noBG
flag3 = noFG
[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = timerfreeze

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State Stop]
type = StopSnd
trigger1 = time = 0
trigger1 = numtarget > 0
channel = 2;BGM

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0,42;がきょおん！
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 3521,0;CLOCK UP
channel = 1;SE

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 430
value = 3521,1;CLOCK OVER
channel = 1;SE

[State AllPal]
type = EnvColor
trigger1 = time >= 60
value = 0, 0, 0
time = 1
under = 0

[State 31020, Explod]
Type = Explod
trigger1 = time >= 60
trigger1 = time%4=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 20+(Random%60), -20-(Random%60)
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
[State 810, Grab Sound]
type = PlaySnd
trigger1 = time >= 60
trigger1 = time%4=0
value = 0,4+(Random%3);がきょおん！
[State target]
type = HitAdd
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
trigger1 = time >= 60
trigger1 = time%4=0
value = 1
[State target]
type = targetlifeadd
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time >= 60
trigger1 = time%4=0
value = -2
Kill = 0


[State target]
type = targetlifeadd
triggerall = numtarget > 0;ターゲットがいる場合
Trigger1 = time = 470
value = -120
Kill = 1
[State target]
type = HitAdd
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
Trigger1 = time = 470
value = 4

[State 810, Width 2-11]
type = Width
trigger1 = time >= 60
edge = 80,80
[State Vel]
type = velset
trigger1 = time >= 60
trigger1 = Random%64=0
X = -25+(Random%5)
Y = -25+(Random%5)
[State Vel]
;type = velmul
type = turn
triggerall = time >= 60
trigger1 = Random%32=0
trigger2 = gametime%64=0
;X = -1
[State Vel]
type = velmul
;triggerall = time >= 60
trigger1 = Random%32=0
trigger2 = vel Y<0
trigger2 = screenpos Y <= 30
trigger3 = gametime%48=0
Y = -1
[State Pos]
type = posset
trigger1 = time >= 60
trigger1 = pos Y>0
Y = 0

[State 800, 2]
type = ChangeState
Trigger1 = time >= 470
value = 35212
;------------------------------
[Statedef 35212];ｼｭﾝｺﾞｸ　フィニッシュ
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35213;
sprpriority = 2

[State BGMOFF]
type = varset
Trigger1 = !WINKO;まだ勝負がついてないならＢＧＭ復活
var(20) = 0

[State BGMSTOP]
type = AssertSpecial
Trigger1 = WINKO;
flag = nobardisplay
flag2 = nomusic

[State Pos]
type = Posset
trigger1 = time = 0
X = 0
Y = 0

[State target]
type = targetbind
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time = 0
pos = 0,0
[State target]
type = targetstate
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time = 0
value = 66211

[State 4500, Explod];
type = Explod
Trigger1 = winKO
anim = 35214;
id = 15050;
postype = left;p1
pos = 0,0
scale = .7,.7
sprpriority = -5
bindtime = -1
removetime = 180
supermovetime = 60
ownpal = 1
persistent = 0

[State Next]
type = StateTypeSet
trigger1 = winKO;勝った場合
trigger1 = time = 80;勝利ポーズへ
statetype = S
movetype = I
physics = S
[State Next]
type = ctrlset
trigger1 = winKO;勝った場合
trigger1 = time = 80;勝利ポーズへ
value = 1

[State 800, 2]
type = ChangeState
Trigger1 = !winKO
Trigger1 = time >= 80
value = 0
ctrl = 1
;------------------------------
[Statedef 35213];ｼｭﾝｺﾞｸ　フィニッシュ２
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35213;
sprpriority = 2

[State BGMSTOP]
type = AssertSpecial
Trigger1 = 1;
flag = nobardisplay

[State 4500, Explod];さらに、自分が特定の技を発動中だった時
type = removeExplod
trigger1 = numexplod(15050)
id = 15050

;------------------------------
[Statedef 35214];ｼｭﾝｺﾞｸ　暗転・パターン２
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 80000;
sprpriority = 2

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State 810, Width 2-11]
type = Width
trigger1 = time <= 30
edge = 60,0

[State target]
type = targetbind
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time >= 0
pos = 50,0

[State BGMSTOP]
type = AssertSpecial
Trigger1 = 1;
flag = nobardisplay

[State Anim]
type = changeanim
trigger1 = anim = 80000
value = anim

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
var(6) = 0
[State Varset]
type = varset
Trigger1 = Time = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = nomusic
flag2 = noBG
flag3 = noFG
[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = timerfreeze

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP


[State BGMOFF]
type = varset
trigger1 = Time = 0
var(20) = 1

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
trigger2 = time >= 60
trigger2 = time%10=0
value = 3521,4;わたしのターン！
Volume = 255
channel = 0;VC

[State Stop]
type = StopSnd
trigger1 = time = 0
trigger1 = numtarget > 0
channel = 2;BGM
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0,42;がきょおん！
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 3521,5;クリティウスの牙
channel = 2;BGM
volume = 255

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 430
value = 3521,2;きのこ
channel = 1;SE

[State AllPal]
type = EnvColor
trigger1 = time >= 60
value = 0, 0, 0
time = 1
under = 0

[State 31020, Explod]
Type = Explod
trigger1 = time >= 60
trigger1 = time%4=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 20+(Random%60), -20-(Random%60)
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
[State 810, Grab Sound]
type = PlaySnd
trigger1 = time >= 60
trigger1 = time%4=0
value = 0,4+(Random%3);がきょおん！
[State target]
type = HitAdd
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
trigger1 = time >= 60
trigger1 = time%4=0
value = 1
[State target]
type = targetlifeadd
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time >= 60
trigger1 = time%4=0
value = -2
Kill = 0

[State 810, Width 2-11]
type = Width
Triggerall = time < 470
trigger1 = time >= 60
edge = 80,80
[State Vel]
type = velset
Triggerall = time < 470
trigger1 = time >= 60
trigger1 = Random%64=0
X = -25+(Random%5)
Y = -25+(Random%5)
[State Vel]
;type = velmul
type = turn
Triggerall = time < 470
triggerall = time >= 60
trigger1 = Random%32=0
trigger2 = gametime%64=0
;X = -1
[State Vel]
type = velmul
Triggerall = time < 470
;triggerall = time >= 60
trigger1 = Random%32=0
trigger2 = vel Y<0
trigger2 = screenpos Y <= 30
trigger3 = gametime%48=0
Y = -1
[State Pos]
type = posset
Triggerall = time < 470
trigger1 = time >= 60
trigger1 = pos Y>0
Y = 0


[State Pos]
type = velset
Trigger1 = time = 470
X = 0
Y = 0
[State Pos]
type = posset
Trigger1 = time = 470
X = 0
Y = 0
[State target]
type = targetbind
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time = 470
pos = 0,0
;一度中央に移動しとく

[State 800, 2]
type = ChangeState
Trigger1 = time >= 470
value = 35215

;------------------------------
[Statedef 35215];みそぎ　落下
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 9999;35224;
sprpriority = 2


[State target]
type = HitAdd
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
Trigger1 = time = 0
value = 3

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State Pos]
type = posset
trigger1 = time = 10
X = 0
Y = -360

[State Pos]
type = velset
trigger1 = time = 10
X = 0
Y = 20

[State anim]
type = Angledraw
trigger1 = time >= 10
value = 0
scale = 5,5

[State anim]
type = changeanim
trigger1 = time = 10
value = 35224

[State GRV]
type = gravity
Trigger1 = time >= 10
trigger1 = 1

[State 810, Grab Sound]
type = PlaySnd
Trigger1 = time >= 10
Trigger1 = pos Y > 0
Trigger1 = vel Y > 0
value = 0,17;ドゴオンッ


[State bind]
type = targetstate
trigger1 = numtarget > 0
trigger1 = time = 0
value = 66210

[State bind]
type = targetstate
trigger1 = numtarget > 0
Trigger1 = time >= 10
Trigger1 = pos Y > 0
Trigger1 = vel Y > 0
value = 66220

[State CRUSH!]
type = EnvShake
Trigger1 = time >= 10
Trigger1 = pos Y > 0
Trigger1 = vel Y > 0
persistent = 0
time = 60
freq = 160
ampl = -10
phase = 0

[State EN]
Type = Explod
Trigger1 = Time = 10
Anim = 35226;シャイン
ID = 35226
PosType = p1
Pos = 0,0
scale = 5,5
ownpal = 1
Bindtime = -1
removetime = -2
Sprpriority = 3
Persistent = 0
Removeongethit = 1
[State Nex]
type = ChangeState
Trigger1 = time >= 10
Trigger1 = pos Y > 0
Trigger1 = vel Y > 0
value = 35216

;------------------------------
[Statedef 35216];みそぎ　着地
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35225;
sprpriority = 2


[State anim]
type = Angledraw
trigger1 = time = [0,60]
value = 0
scale = 5,5
[State anim]
type = Angledraw
trigger1 = time = [60,120]
value = 0
scale = 6-(((time-60)/60.0)*5),6-(((time-60)/60.0)*5)

[State target]
type = targetlifeadd
triggerall = numtarget > 0;ターゲットがいる場合
Trigger1 = time = 0
value = -120
Kill = 1
[State target]
type = HitAdd
trigger1 = numtarget > 0;ターゲットがいる場合はふっとばす
Trigger1 = time = 0
value = 1

[State pos]
type = posset
trigger1 = time = 0
Y = 0

[State BGMOFF]
type = varset
trigger1 = Time = 60
var(20) = 0

[State BGMOFF]
type = StopSnd
trigger1 = Time = 60
channel = 2;BGM

[State anim]
type = changeanim
trigger1 = time = 60
value = 35222
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 60
value = 3521,3;きのこ
channel = 1;SE

[State Return]
type = Changestate
trigger1 = time >= 120
value = 0
ctrl = 1
;------------------------------
[Statedef 66210];相手掴まれ
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
anim = 5010
velset = 0,0


[State BGMSTOP]
type = AssertSpecial
Trigger1 = 1;
flag = nobardisplay

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

[State Anim]
type = changeanim
trigger1 = anim = 5010
value = anim

[State Self]
type = SelfState
trigger1 = time >= 800
value = 5030
;------------------------------
[Statedef 66211];だうん
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
anim = 5110
velset = 0,0

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

[State Self]
type = changeState
trigger1 = !Alive
value = 5150

[State Self]
type = SelfState
trigger1 = time >= 80
value = 5120

;------------------------------
[Statedef 35220];みそぎ　開始
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35222;
sprpriority = 2

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 3521,2;きのこ
channel = 1;SE

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = Null;AssertSpecial
trigger1 = Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)

[State holo]
Type = Explod
Trigger1 = Time = 50
Anim = 35223;残像
ID = 35223
PosType = p1
Pos = 0,0
vel = 1,0
ownpal = 1
Bindtime = 1
removetime = 25
Sprpriority = 2
Persistent = 0
Removeongethit = 1
[State holo]
Type = Explod
Trigger1 = Time = 50
Anim = 35223;残像
ID = 35223
PosType = p1
Pos = 0,0
vel = -1,0
ownpal = 1
Bindtime = 1
removetime = 25
Sprpriority = 2
Persistent = 0
Removeongethit = 1

[State 800, 2]
type = ChangeState
Trigger1 = time > 50
value = 35221

;------------------------------
[Statedef 35221];みそぎ　落下
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,20
ctrl = 0
anim = 35224;
sprpriority = 2

[State GRV]
type = gravity
trigger1 = 1

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State Pos]
type = posset
trigger1 = time = 0
X = enemynear,Pos X
Y = -360

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,43;チャージＸ８
;channel=1;SE

[State 640, 3]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage    = 320,22
priority = 6, Hit
guardflag = MA
getpower = 108,108
pausetime = 0,0
guard.pausetime = 12,12
sparkno = -1;s4002
sparkxy = -10,-40
hitsound   = s0,17;ドゴオンッ
guard.sparkno = -1;s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,1
guard.velocity = -2
air.velocity = 0,1
yaccel = 0.55 ;+ (var(3) - 1)*0.1
fall = 1
fall.recovertime = 180
Kill = 1
ID = 600
nochainID = 9999

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State target]
type = targetbind
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = movehit
pos = 0,0
[State bind]
type = targetstate
trigger1 = numtarget > 0
trigger1 = movehit
value = 66220

[State CRUSH!]
type = EnvShake
trigger1 = movehit
persistent = 0
time = 60
freq = 160
ampl = -10
phase = 0

[State EN]
Type = Explod
Trigger1 = Time = 0
Anim = 35226;シャイン
ID = 35226
PosType = p1
Pos = 0,0
ownpal = 1
Bindtime = -1
removetime = -2
Sprpriority = 3
Persistent = 0
Removeongethit = 1
[State Nex]
type = ChangeState
triggerall = movehit
Trigger1 = pos Y > 0
Trigger1 = vel Y > 0
value = 35223
[State Nex]
type = ChangeState
Trigger1 = pos Y > 0
Trigger1 = vel Y > 0
value = 35222
;------------------------------
[Statedef 35222];みそぎ　着地
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35225;
sprpriority = 2

[State pos]
type = posset
trigger1 = time = 0
Y = 0

[State anim]
type = changeanim
trigger1 = time = 60
value = 35222
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 60
value = 3521,3;きのこ
channel = 1;SE

[State Return]
type = Changestate
trigger1 = time >= 120
value = 0
ctrl = 1

;------------------------------
[Statedef 35223];みそぎ　着地（命中時）
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35225;
sprpriority = 2

[State pos]
type = posset
trigger1 = time = 0
Y = 0

[State target]
type = targetbind
triggerall = numtarget > 0;ターゲットがいる場合
trigger1 = time = 0
pos = 0,0

[State anim]
type = changeanim
trigger1 = time = 60
value = 35222
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 60
value = 3521,3;きのこ
channel = 1;SE

[State WPNSUB]
type = Varadd
Trigger1 = Time = 60
var(6) = 0
[State Varset]
type = varset
Trigger1 = Time = 60
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State BGMOFF]
type = varset
trigger1 = Time = 60
var(20) = 0

[State BGMOFF]
type = StopSnd
trigger1 = Time = 60
channel = 2;BGM

[State Return]
type = Changestate
trigger1 = time >= 120
value = 0
ctrl = 1
;------------------------------
[Statedef 66220];だうん
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
anim = 5170
velset = 0,0

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

[State Self]
type = changeState
trigger1 = animtime = 0
value = 66221

;--------------------------
[Statedef 66221];だうん
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
anim = 5110
velset = 0,0

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

[State Self]
type = changeState
trigger1 = !Alive
value = 5150

[State Self]
type = SelfState
trigger1 = time >= 120
value = 5120
;------------------------------
[Statedef 35230];キングベヒんもす！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35233;
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time <= 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 40
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
;きんぐべひんもす
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 35232;7000
id = 3523;7000
postype = back
pos = 220, 70
Ontop = 1
sprpriority = 3
Removetime = 40
Scale = .5,.5
Facing = Facing
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3523,0;きんぐべひんもす！
channel=0;vc

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 4500, Helper]
type = Helper
triggerall = !NumHelper(35235)
trigger1 = time = 1;
helpertype = Normal
name = "Suica"
ID = 35235
stateno = 35235
pos =  -60,0
postype = back
size.xscale = 4
size.yscale = 4
facing = 1
ownpal = 1
removeongethit = 1

[State 210, 1]
type = Null;PlaySnd
trigger1 = time = 1
value = 3523,1;ドカドカドカドカ
;channel=1;SE

[State 210, 1]
type = NotHitBy
Trigger1 = AnimElemtime(3) >= 1
value = SCA,AA,AT,AP
time = 1

[State Exit]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

;------------------------------
[Statedef 35235];キングベヒんもす本体
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35234;
Velset = 6,0
sprpriority = 4

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
trigger2 = AnimElemtime(5) = 0
value = 0,17;ドカドカドカドカ
;channel=1;SE

[State HIT]
type = Hitdef
trigger1 = Time = 0
attr = S, HP
animtype  = Hard
damage    = 250,6;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist	= 62        ;相手がガード行動をとる距離
pausetime = 3,7
sparkno = S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-10,-5)), ifelse((Random < 330),-20,ifelse((Random = [330,660]),-0,-30))
hitsound   = S0,5
guardsound = S0,7
guard.sparkno = S4023
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -6,-25
guard.slidetime = 6
guard.hittime = 6
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-22
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State North]
type = parentVarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Exit]
type = DestroySelf
trigger1 =  FrontEdgeDist <-220;画面外にいったら消滅

;------------------------------
[Statedef 35240];メイ道　カタパルトキック
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35242;
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time <= 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 40
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3524,0;カタパルトキック！
channel=0;vc

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[state a];蹴り
type = playsnd
trigger1 = animelemtime(4) = 0;攻撃判定が出る直前
value = 1050,1

;エフェクト
[State 5150, 6] 
type = Explod
trigger1 = animelemtime(4) = 0;
trigger1 = !numexplod(1055)
anim = 1055
id = 1055
Postype     = P1
Pos         = 52,2
scale = .5,.5
vel = 0,0
Vfacing = -1
ownpal = 1
removetime = 20
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 5150, 6] ;後ろ光
type = Explod
trigger1 = animelemtime(4) = 0;
trigger1 = !numexplod(1056)
anim = 1056
id = 1056
Postype     = P1
Pos         = -15,-20
scale = .5,.5
vel = -1,0
ownpal = 1
removetime = 32;終了時消滅
bindtime = 1
Vfacing = -1
sprpriority = 4
ignorehitpause = 1
[State 5150, 6] ;後ろ光
type = Explod
trigger1 = animelemtime(4) = 0;
trigger1 = !numexplod(1057)
anim = 1057
id = 1057
Postype     = P1
Pos         = 0,-40
scale = .5,.5
vel = -.5,-.5
ownpal = 1
Vfacing = -1
removetime = 32;終了時消滅
bindtime = 1
sprpriority = 4
ignorehitpause = 1

[State Velset]
type = Velset
trigger1 = animelemtime(4) = 0
X = 15

[State 210, 1]
type = NotHitBy
Trigger1 = AnimElemtime(4) < 0
value = SCA,AA,AT,AP
time = 1


[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = C, SA
damage    = 20
animtype  = Medium
hitflag = MAF
guardflag = M
guard.dist        = 115             ;相手がガード行動をとる距離
pausetime = 12,12
sparkno = S4002
sparkxy = -5,0
hitsound   = S0,5
guard.sparkno = S4023
guardsound = S0,7;S6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -1.2,-5
guard.velocity = -5
yaccel = .6
fall = 1
Kill = 0

[State Exit]
type = ChangeState
triggerall = !var(59)
trigger1 = movehit
trigger1 = command = "SPWeapons"
value = 35241
Ctrl = 0

[State Next AI]
Type       = ChangeState
TriggerAll = Var(59)
Trigger1   = MoveHit
Trigger1   = Random < 91 * Var(59)
Value = 35241
Ctrl = 0

[State Exit]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

;------------------------------
[Statedef 35241];メイ道　ガイストナックル
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35243;
sprpriority = 2

[State Aura]
type = removeexplod
trigger1 = time = 0
trigger1 = numexplod(1055)
id = 1055

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time <= 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 40
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3524,1;ガイストナックル！
channel=0;vc

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
;movetime = 50;停止無視時間 (int)


[State Velset]
type = Velset
trigger1 = animelemtime(5) = 0
X = 10

[State 210, 1]
type = NotHitBy
Trigger1 = AnimElemtime(5) < 0
value = SCA,AA,AT,AP
time = 1

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 0,43;チャージＸ８
;channel=1;SE

[State 410, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage    = 20
animtype  = Medium
hitflag = MAF
guardflag = M
guard.dist        = 115             ;相手がガード行動をとる距離
pausetime = 12,12
sparkno = S4004
sparkxy = -15,-30
hitsound   = S0,42
guard.sparkno = S4023
guardsound = S0,7;S6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5,-1
air.velocity = -5,-1
guard.velocity = -5
fall = 1
Kill = 0
P2Stateno = 65240;ふっとばし

[State Exit]
type = ChangeState
trigger1 = movehit
;trigger1 = AnimTime = 0
value = 35242
Ctrl = 0
[State Exit]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1
;------------------------------
[Statedef 35242];メイ道　スタンバイ
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
;Anim      = 11;
sprpriority = 2

[State Anim]
type = ChangeAnim
trigger1 = anim = 35243
trigger1 = animtime = 0
value = 11

;邪魔立てＯＫ

[State finish];フィニッシュへ
type = ChangeState
triggerall = !var(59)
trigger1 = command = "SPWeapons"
value = 35243

[State Finish AI];フィニッシュへ
Type       = ChangeState
TriggerAll = Var(59)
TriggerAll = Random < 91 * Var(59)
Trigger1   = P2StateNo = 65242
Trigger1   = P2Dist X + P2Dist Y = [17, 43]
Trigger2   = Power < 1000			;なぜか敵が真上にいるときの試み
Trigger2   = P2StateNo != [65240, 65242]
Trigger2   = P2StateType = A
Trigger2   = Target,Vel X = [-1, 1]
Trigger2   = P2BodyDist X = [-5, 5]
Trigger3   = Power < 1000			;敵の攻撃を避けようとする試み
Trigger3   = P2StateNo != [65240, 65242]
Trigger3   = P2MoveType = A
Value = 35243

[State Sio];じつはブレイジングに派生する
type = ChangeState
triggerall = !var(59)
trigger1 = command = "SuparHouki"
trigger1 = power >= 1000
value = 3045

[State Sio];じつはブレイジングに派生する
Type       = ChangeState
TriggerAll = Var(59)
TriggerAll = Power >= 1000
TriggerAll = Random < 91 * Var(59)
Trigger1   = P2StateNo = 65242
Trigger1   = P2BodyDist X < 0
Trigger2   = P2StateNo != [65240, 65242]
Value = 3045

[State End];撃たなくてもＯＫ
type = ChangeState
trigger1 = Time >= 180
value = 0
Ctrl = 1
;------------------------------
[Statedef 35243];メイ道　フィニッシュ始動
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35244;
sprpriority = 2

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time <= 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 40
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 220, 3]
type = Explod
trigger1 = AnimElem = 2
anim = 4010;手前のケムリオブジェクト。
sprpriority = 5
[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = animelemTime(4) < 0;出始め
Trigger1	  = ((target,screenpos X) - (screenpos X)) = [-4.0,4.0];そして、相手が近い
Attr              = A, SA
Damage            = 1, 0			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist	= 113        ;相手がガード行動をとる距離
sparkno = S4004
hitsound   = S0,42
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 0,0			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -2.2,-6.5			;ヒット時の相手の移動 地上
Air.Velocity      = -2.2,-6.5			;ヒット時の相手の移動 空中
AirGuard.Velocity = -2.2,-6.5			;ヒット時の相手の移動 空中ガード
Kill              = 0				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0
p1stateno = 35244;フィニッシュ
p2stateno = 65243

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = animelemTime(4) >= 0;ぴーく超過
Attr              = A, SA
Damage            = 1, 0			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist	= 113        ;相手がガード行動をとる距離
sparkno = S4002;必殺エフェクト２
hitsound   = S0,5;5,0
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 9, 9			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -2.2,-6.5			;ヒット時の相手の移動 地上
Air.Velocity      = -2.2,-6.5			;ヒット時の相手の移動 空中
AirGuard.Velocity = -2.2,-6.5			;ヒット時の相手の移動 空中ガード
Kill              = 0				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State Pause];すーぱーぽーず後、通常のポーズをちょっとだけ
type = Pause;装備したかどうかでポーズ時間を変動さしる
Trigger1 = animelemTime(4) >= 0;ぴーく超過
trigger1 = movehit
time = 30
;movetime = 10
persistent = 0
ignorehitpause = 1

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = Explod;すかごぶりん
Trigger1 = animelemTime(4) >= 0;ぴーく超過
trigger1 = movehit
anim = 3500
id = 3500
postype = LEFT
pos = 60, 10
sprpriority = -3
ownpal = 1
bindtime = -1
removetime = 30
supermove = 1
persistent = 0
scale = 2,2
persistent = 0
ignorehitpause = 1

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = PlaySnd;
Trigger1 = animelemTime(4) >= 0;ぴーく超過
trigger1 = movehit
value = S0,37;ブー
persistent = 0
ignorehitpause = 1

[State -1]
Type     = VelSet
Trigger1 = animelemtime(2) = 0
Y        = -14

[State Grv]
type = Gravity
trigger1 = animelemtime(2) >= 5
[State Grv]
type = veladd
trigger1 = animelemtime(2) >= 5
trigger1 = Vel Y > 0
Y = -.3

[State -1]
Type      = StateTypeSet
Trigger1  = animelemtime(2) = 0
StateType = A
Physics   = N

[State -1]
Type     = PlaySnd
Trigger1 = animelemtime(2) = 0
Value    = s0, 12;ダッシュ
Channel = 1;SE

[State -1]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35081

;-------------------------------
[StateDef 35244]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
anim = 35245
Velset = 0.01,-0.05

[State yure]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60
ampl = -4
phase = 0

[State Target]
type = Targetvelset
trigger1 = time < 60
X = 0
Y = 0
[State TargetState]
type = TargetState
trigger1 = time = 0
value = 73001
[State Target]
type = Targetbind
trigger1 = time < 60
pos = 27,-160

[State Fire]
type = targetlifeadd
trigger1 = time = 60
value = -640
absolute = 1;これがないと補正混ざって威力下がるｗ
[State TargetState]
type = TargetState
trigger1 = time = 60
value = 73002

[State nex]
type = changeState
trigger1 = time = 60
value = 35245
;-------------------------------
[StateDef 35245]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
;anim = 72001

;爆発アニメ
[State 4500, Helper];ヘルパー扱い
type = Helper
trigger1 = time = 0
helpertype = Normal
name = "BOMB Helper"
ID = 72010
stateno = 72010
pos =  27,-160;
postype = p1
facing = 1
ownpal = 1
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定

[State GRV]
type = gravity
trigger1 = time > 60
[State anim]
type = changeanim
trigger1 = time = 60
value = 72001

[State nex]
type = changeState
trigger1 = pos Y > 0
trigger1 = vel Y > 0
value = 72005
;------------------------------
[Statedef 65240];メイ道　相手ふっとび１
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
Anim      = 5030;
sprpriority = 2
velset = 0,0

[State muteki];跳ね返るまで追撃不可能
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

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

[State Vel]
type = velset
trigger1 = GetHitVar(hitshaketime) = 0
X = -10
Y = 0

[State Nex]
type = ChangeState
trigger1 = frontedgebodydist <= 20
trigger2 = backedgebodydist <= 20
value = 65241

;------------------------------
[Statedef 65241];メイ道　相手ふっとび２　振動
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
Anim      = 5030;
sprpriority = 2
velset = 0,0

[State muteki];跳ね返るまで追撃不可能
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

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

[State yure]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60
ampl = -4
phase = 90

[State Nex]
type = ChangeState
trigger1 = time = 10
value = 65242

;------------------------------
[Statedef 65242];メイ道　相手ふっとび３
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
Anim      = 5035;
sprpriority = 2
velset = 0,0

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

[State turn]
type = turn
trigger1 = time = 0

[State Vel]
type = velset
trigger1 = time = 0
X = -11
Y = -11

[State Gravity]
type = Gravity
trigger1 = 1

[State Next]
type = selfState
trigger1 = pos Y > 0
trigger1 = Vel Y > 0
value = 5110;落下
;------------------------------
[Statedef 65243];メイ道　フィニッシュ命中
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0
sprpriority = 6
velset = 0,0

[State Anim]
type = ChangeAnim2
trigger1 = time = 0
Value = 73000

;------------------------------
[StateDef 35250];ジェノサイドカッターEX
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35254

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = SCA;, AA
Time     = 8;1


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = Null;AssertSpecial
trigger1 = Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 2
;value = 1,5;
Value    = s3525, 0;ジェノサイドカッター
channel = 0;VC

[State 4500, Explod]
type = Explod
trigger1 = Animelem = 2
ID = 4010;995
postype = P1
pos = -25,-10
anim = 4010;995;バスターのケムリにする
scale = 2,2;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

;アッパー
[State 5150, 6] 
type = null;Explod
trigger1 = animelem = 3
anim = 35255
id = 1101
Postype     = P1
Pos         = 0,0
vel = 0,0
ownpal = 1
removetime = -2
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます
;カットアニメ
[State 4500, Helper];ヘルパー扱い
type = Helper
trigger1 = animelem = 3
helpertype = Normal
name = "CUTTER Helper"
ID = 35255
stateno = 35255
pos =  0,0;
postype = p1
facing = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State -1, HitDef]
Type = HitDef
Trigger1          = animelem = 3
Attr              = A, SA
Damage            = 300, 50			;ダメージ
AnimType          = Heavy			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist	= 113        ;相手がガード行動をとる距離
sparkno = Sifelse(Random < 555,4037,4035);斬エフェクトを実装する
hitsound   = S0,41;セイバーヒット
guardsound = S0,7;これもバスターのものを
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 0, 9			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -20,-12			;ヒット時の相手の移動 地上
Air.Velocity      = -20,-8			;ヒット時の相手の移動 空中
AirGuard.Velocity = -1.5,-4.5			;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 0				;ヒット時のパワー増減
Persistent = 0
p2stateno = 35052;相手に参照させるステート

[State BOMB];相手がこの一撃で死ぬ場合、爆発をプラス
Type = Explod
trigger1 = WinKO
trigger1 = !numexplod(6002)
anim = 6002;はでな爆発
ID = 6002
postype = p2
pos = 30,-30
;vel = .1,0
sprpriority = 5
ownpal = 1
facing = -1
bindtime = -1
ignorehitpause = 1

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[state 451,6]
type = screenbound
trigger1 = movehit;当たった
value = 0

[state 451,6]
type = changestate
trigger1 = movehit;当たった
;trigger1 = AnimTime = 0
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1

[State -1]
Type     = PlaySnd
Trigger1 = Time = 3
Value    = s3525, 1;ジェノサイドカッター
Channel = 1;SE

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

;------------------------------
[StateDef 35255];ジェノサイドカッター　エフェクトヘルパー
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
velset = 0,0
Anim      = 35255
sprpriority = 4

[State parent]
type = varset
trigger1 = time = 0
var(10) = parent,stateno

[State Bind]
type = bindtoparent
trigger1 = 1
pos = 0,0
postype = P1

[State eff]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State Anm]
type = changeanim
triggerall = animelemtime(2)>0
trigger1 = parent,stateno = var(10) && parent,animelemtime(3) >= 0
trigger1 = parent,stateno = var(10) && parent,animelemtime(5) < 0
value = 35255
elem = 1
[State Anm]
type = changeanim
triggerall = animelemtime(4)>0
trigger1 = parent,stateno = var(10) && parent,animelemtime(5) >= 0
trigger1 = parent,stateno = var(10) && parent,animelemtime(6) < 0
value = 35255
elem = 3

[State End]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,stateno != var(10)
;------------------------------
[StateDef 35260];いちごクロス１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35262

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State Rnd]
type = varset
trigger1 = time = 0
var(15) = Random%2;0岡崎　1国崎

[State ]
type = playsnd
;triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 2
Value    = s3526, var(15);いやっほーぅ！
;channel = 0;VC

;苺発射ヘルパー
[State 4500, Helper];ヘルパー扱い
type = Helper
trigger1 = animelem = 3
helpertype = Normal
name = "ICHIGO Helper"
ID = 35265
stateno = 35265
pos =  0,0;
postype = p1
facing = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[State BOMB];相手がこの一撃で死ぬ場合
Type = Explod
trigger1 = WinKO
trigger1 = !numexplod(65267)
anim = 65267+var(15)
id = 65267;
pos = 0,0
postype = left
removetime = 150
sprpriority = 5
ontop = 1
bindtime = -1

[State End]
type = changestate
trigger1 = time >= 300;５秒後
value = 35261
ctrl = 0
;------------------------------
[StateDef 35261];いちごクロス２
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35263

[State End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
[StateDef 35265];いちごヘルパー
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
velset = 0,0
Anim      = 9999
sprpriority = 4

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

[State 5150, 6] ;WING
type = Explod
trigger1 = Time = 0;animelemtime(10) = 0
anim = 3095;4028
;id = 3090
;pos = 0,0
Postype     = P1
Pos         = 3,20
vel = 0,0
scale = 2,2
ownpal = 0;1
sprpriority = 7
ignorehitpause = 1
removeongethit = 1;食らったらきえます
supermovetime = 99999999
pausemovetime = 99999999

[State parent]
type = varrandom
trigger1 = (time%2) = 0
v = 10
range = 250,-250
[State parent]
type = varrandom
trigger1 = (time%2) = 0
v = 11
range = 25,-25

[State 220, 4] ;波紋
type = Projectile
trigger1 = (time%4)=0;タイミングはてきとーに。
projid = 35264
projanim = 35264
projhitanim = -1;
projremanim = 35264
offset = var(10),var(11)
velocity = 0,0
; HitDef
attr = S, SP
animtype = Light
damage    = 13
;facing = ifelse(facing = -1,1,facing)
projscale = 1,1
projremove = 0
projremovetime = 30
hitflag = MAFD
guardflag = MAF
pausetime = 0,16
sparkno = 6000
guard.sparkno = S4023
sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 6*ifelse(var(11)>0,1,-1),-6
air.velocity = 4*ifelse(var(11)>0,1,-1),-4
air.fall = 1
fall = 1

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 225,0,10
;mul = 255,178,128
color = 0;

[State 4500, Explod]
type = Explod
trigger1 = (time%4)=0;タイミングはてきとーに。
ID = 35265
postype = P1
pos = var(10),var(11)
anim = 65260+(random%5)
scale = 1.4*ifelse(var(11)>0,1,.5),1.4*ifelse(var(11)>0,1,.5)
supermovetime = 99999
pausemovetime = 99999
facing = ifelse(var(10)>0,1,-1)
ontop = 1
ownpal = 0;1
removetime = -2
sprpriority = ifelse(var(11)>0,4,-3)
ignorehitpause = 1

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time = 0
anim = 65265
id = 15050;
postype = left;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
ownpal = 0;1
removeongethit = 1

[State -1]
Type     = EnvShake
trigger1 = (time%8)=0;タイミングはてきとーに。
Time     = 10
Freq     = 80
Ampl     = 3
[State 810, Grab Sound]
type = PlaySnd
trigger1 = (time%8)=0;タイミングはてきとーに。
value = 0, 17;爆発音
channel = 5+(time%8)

[State Bind]
type = bindtoparent
trigger1 = 1
pos = 0,0
postype = P1

[State eff]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State End]
type = destroyself
trigger1 = time >= 300

;------------------------------
[StateDef 35270];GAME OVER
type    = A
movetype= H
physics = N;A
Ctrl      = 0
Anim      = 9999
velset = 0,0

[State Pause];アレを掴んじゃった場合
type = Pause;ポーズコマンドを差し込んでポーズをキャンセルしてる
triggerall = numtarget
trigger1 = time = 0
Trigger1 = Target,Name = "IWBTG" 		;本家
time = 0
movetime = 0
[State kid]
type = targetlifeadd
triggerall = numtarget
trigger1 = time = 0
Trigger1 = Target,Name = "IWBTG" 		;本家
value = -1;１ダメを当てる
[State 810, Throw 11]
type = TargetState
triggerall = numtarget
trigger1 = time = 0
Trigger1 = Target,Name = "IWBTG" 		;本家
value = 821

;グロ爆発回避スイッチ
[State SW]
type = varset
trigger1 = 1
var(15) = 0;0-OFF 1-ON　ONの場合グロ描写回避

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

;ヘルパーを撒き散らしてやられステートへ
[State 4500, Helper];ヘルパー扱い
type = Helper
trigger1 = time = 0
helpertype = Normal
name = "YUKKURI Helper"
ID = 65270
stateno = 65270
pos =  0,-10;
postype = p1
facing = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State Dead]
type = lifeset
trigger1 = 1
value = 0;しぼんぬ
[State Bonus];ウルトラマグナスをリスペクトする！
type = poweradd
trigger1 = 1
value = 9999

[State Change]
Type      = StateTypeSet
trigger1 = !Alive
Trigger1  = Time = 10
type    = L
movetype= H
physics = N

[State Vel]
type = Velset
triggerall = !Alive
trigger1 = Time > 48
X = 0
Y = 0

[State Vel]
type = Posset
triggerall = !Alive
trigger1 = Time > 48
Y = 0

[State 1000, 1]
type = stopSnd
;trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time = 0
channel = 2;BGMチャンネル

[State Inv]
type = AssertSpecial
trigger1 = 1;消滅
flag = NoShadow
flag2 = Invisible
flag3 = nokosnd

[State Inv]
type = AssertSpecial
trigger1 = 1;
flag = nokoslow
flag2 = roundnotover

[State Change]
type = ChangeState
trigger1 = !Alive
trigger1 = Time >= 300;5秒間
value = 5150

;----------------------------------------------------------------------------
;ゆっくりしんでいってね！（アフロンさんのステートを使わせてもらっています。ありがとうございます）
[Statedef 65270]
type = A
ctrl = 0
anim = 35272
velset = -6+(random%120)*0.1,-8-(random%40)*0.1
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

[State Inv]
type = AssertSpecial
trigger1 = 1;
trigger1 = time <= 470
flag = nokoslow
flag2 = roundnotover
;---------------------[変数]
;グロ回避スイッチ（このステート内）
[State SW]
type = varset
trigger1 = 1
var(15) = root,var(15)

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(15);グロ回避スイッチＯＮ
value = 9999
;---------------------[速度]
[state a]
type = veladd
trigger1 = 1
y = 0.5

;---------------------[攻撃]

;---------------------[]
[state -2,a];がめおべら
type = Explod
;trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time = 0
anim = 35278
id = 35278
postype = left
bindtime = -1
pos = 0,0
sprpriority = 97
removetime = 500
ownpal = 1
ontop = 1
scale = 0.4,0.4

[state a]
type = null;removeexplod
trigger1 = root,stateno >= 10180
trigger1 = root,stateno < 10189
id = 35278

;---------------------
[state RND]
type = varset
trigger1 = 1
var(10) = random
[state RND]
type = varset
trigger1 = 1
var(11) = random
[state RND]
type = varset
trigger1 = 1
var(12) = random
;---------------------[エフェクト]
[State explod];血
type = Explod
trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time <= 10
trigger1 = time%2=0
anim = 65270+var(10)%7
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];血
type = Explod
trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time <= 10
trigger1 = time%2=0
anim = 65270+var(11)%7
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(11)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(11)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];血
type = Explod
trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time <= 10
trigger1 = time%2=0
anim = 65270+var(12)%7
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(12)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(12)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];グロ回避
type = Explod
trigger1 = var(15);グロ回避スイッチ
trigger1 = time <= 10
trigger1 = time%2=0
anim = 6000
id = 6000
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

;---------------------[]
[state a];部品
type = Helper
trigger1 = time = 0
id = 65271
name = "hom"
sprpriority = -2
pos = -7,-13
postype = p1
stateno = 65271
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];部品
type = Helper
trigger1 = time = 0
id = 65272
name = "hom"
sprpriority = -2
pos = 7,-13
postype = p1
stateno = 65271
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];部品
type = Helper
trigger1 = time = 0
id = 65273
name = "hom"
sprpriority = -2
pos = -9,-46
postype = p1
stateno = 65271
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];部品
type = Helper
trigger1 = time = 0
id = 65274
name = "hom"
sprpriority = -2
pos = 10,-46
postype = p1
stateno = 65271
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
;---------------------[効果音]
[State 1000, 1]
type = stopSnd
;trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time = 0
channel = 2;BGMチャンネル

[State 1000, 1]
type = PlaySnd
trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time = 0
value = 3527, 0

[State 1000, 1]
type = PlaySnd
;trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time = 10
value = 3527, 1
channel = 2;BGMチャンネル

[State 1000, 1]
type = PlaySnd
trigger1 = var(15);グロ回避スイッチON
trigger1 = time = 0
value = 0, 17

;---------------------[変数]
[state a]
type = varadd
trigger1 = time >= 500
v = 1
value = 16

[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),var(1)

;---------------------[速度]
[state a]
type = velset
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[state a]
type = posset
trigger1 = Pos Y >= 0
y = 0

;---------------------[]
[state a]
type = angleset
trigger1 = time = 0
value = random%360

[state a]
type = angledraw
trigger1 = 1

;---------------------[]
[state a];消えなくしておく
type = destroyself
trigger1 = var(1) >= 256
trigger1 = var(15);グロ回避スイッチＯＮ
;----------------------------------------------------------------------------
;ゆっくりバラバラにされていってね！
[Statedef 65271]
type = A
ctrl = 0
anim = 35274
velset = -6+(random%120)*0.1,-6-(random%60)*0.1
movetype = I
physics = N
sprpriority = 10

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

;---------------------[変数]

;グロ回避スイッチ（このステート内）
[State SW]
type = varset
trigger1 = 1
var(15) = root,var(15)

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65272);反対の手
value = 35275
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65273);足１
value = 35276
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65274);足２
value = 35277


[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(15);グロ回避スイッチＯＮ
value = 9999

;---------------------[速度]
[state a]
type = veladd
trigger1 = 1
y = 0.5

;---------------------[変数]
[state a]
type = varadd
trigger1 = time >= 500
v = 1
value = 16

[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),var(1)

;---------------------
[state RND]
type = varset
trigger1 = 1
var(10) = random
[state RND]
type = varset
trigger1 = 1
var(11) = random
[state RND]
type = varset
trigger1 = 1
var(12) = random
;---------------------[エフェクト]
[State explod];血
type = Explod
trigger1 = !var(15);グロ回避スイッチOFF
trigger1 = time <= 10
trigger1 = time%2=0
anim = 65270+var(10)%7
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];グロ回避
type = Explod
trigger1 = var(15);グロ回避スイッチ
trigger1 = time <= 10
trigger1 = time%2=0
anim = 6000
id = 6000
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

;---------------------[ヘルパー]

;---------------------[効果音]
;---------------------[速度]
[state a]
type = velset
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[state a]
type = posset
trigger1 = Pos Y >= 0
y = 0

;---------------------[]
[state a]
type = angleset
trigger1 = time = 0
value = random%360

[state a]
type = angledraw
trigger1 = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 256
trigger1 = var(15);グロ回避スイッチＯＮ

;------------------------------
[StateDef 35280];ダークパワー１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35262

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


;だーくぱわー
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 35288;7000
id = 3523;7000
postype = back
pos = 220, 70
Ontop = 1
sprpriority = 3
Removetime = 40
Scale = .5,.5
Facing = Facing
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

;--------------------数値変化
[State 3036, VarSet]
Type = VarSet
Trigger1 = Time = 0
;trigger1 = animelemtime(1) = 0
V = 15
Value = 0

[State 3036, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
;Trigger1 = Time <= 43
Trigger1 = TimeMod = 6, 0
V = 15
Value = 45

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 2
Value    = s3528,0;ダークパワー
channel = 0;VC

;発射ヘルパー
[State 4500, Helper];ヘルパー扱い
type = Helper
trigger1 = animelemtime(6) >= 0
Trigger1 = TimeMod = 6, 1
helpertype = Normal
name = "DRAK Helper"
ID = 65280
stateno = 65280
pos =  -7,-51;
postype = p1
facing = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State ]
type = playsnd
trigger1 = animelemtime(6) >= 0
Trigger1 = TimeMod = 6, 1
Value    = 0,8;
channel = 1;SE

[State anm]
type = changeanim
trigger1 = time = 80;
value = 35262
elem = 1

[State End]
type = changestate
trigger1 = time >= 160;160F後
value = 35281;35261
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 35281];ダークパワー２
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35283;
sprpriority = 2

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 31020, Explod]
Type = null;Explod
trigger1 = animelem = 9
SprPriority = 3
OnTop = 1
PosType = P1
Pos = 48,-48
scale = 1,1
ID = 31000
Anim = 65285
ignorehitpause = 1
[State 4500, Helper]
type = Helper
trigger1 = animelemtime(9) = 0
helpertype = Normal
name = "DRAK Helper"
ID = 35283
stateno = 35283
pos =  48,-48
postype = p1
facing = 1
ownpal = 1
removeongethit = 1
supermovetime = 99999
pausemovetime = 99999

[State 640, 3]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
trigger4 = animelem = 12
trigger5 = animelem = 13
attr = A, SA
damage    = 24,2
priority = 6, Hit
guardflag = HA
getpower = 108,108
pausetime = 6,12
guard.pausetime = 5,12
sparkno = -1;s4002
sparkxy = -10,-40
hitsound   = s0,17
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
Ground.Velocity   = -20,-12			;ヒット時の相手の移動 地上
Air.Velocity      = -20,-8			;ヒット時の相手の移動 空中
AirGuard.Velocity = -1.5,-4.5			;ヒット時の相手の移動 空中ガード
guard.velocity = -11
air.velocity = -2,-10
yaccel = 0.55 ;+ (var(3) - 1)*0.1
fall = 1
fall.recovertime = 60
ID = 600
nochainID = 9999

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[state 451,6]
type = screenbound
trigger1 = movehit;当たった
trigger1 = animelemtime(13) > 0
value = 0

[state 451,6]
type = changestate
trigger1 = movehit;当たった
trigger1 = animelemtime(13) > 0
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(1) = 0
value = 3528,1;ついげきの
channel = 0;VC
[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(10) = 0
value = 3528,0;ダークパワー！
channel = 0;VC
[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 10
value = 0,43;チャージＸ８
;channel=1;SE

[State 31020, Explod]
Type = Explod
trigger1 = time%3 = 1
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(13) < 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Random%365,-(Random%150)
ID = 31000
Anim = 6000
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = animelem = 9
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 69,-76
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = animelem = 10
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 103,-30
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = animelem = 11
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 162,-84
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = animelem = 12
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 206,-11
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = animelem = 13
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = 256,-133
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1

[State remexp]
type = removeexplod
trigger1 = animtime = 0;
id = 15060

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

;-------------------------------
;最後の横サンダー用
[StateDef 35283]
Type = A
MoveType = A
Physics = N
Anim = 65285
SprPriority = 10

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

[State Posfv_X]
type = varset
trigger1 = time = 0
fvar(0) = parentdist X;Pos X;X
[State Posfv_Y]
type = varset
trigger1 = time = 0
fvar(1) = parentdist Y;Pos Y;Y

[State 4501, PosSet]
type = PosSet
trigger1 = 1;parent, facing = 1
x = parent, Pos X - (fvar(0) * parent, facing)
y = parent, Pos Y - fvar(1)
ignorehitpause = 1

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0

;■■■■■■■■■■■■■■■■■■■■■■■■■
;Natchel氏の霊夢のヘルパーを使用しております。
;65280　展開
;65285　追尾
;	[ヘルパー]夢想封印　初期設定
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65280]
Type = A
MoveType = A
Physics = N
Anim = 65282
SprPriority = 10

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1
;--------------------諸数値初期化
[State 6430, VarSet];発射角度
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Root,var(15);Var(20)

[State 6430, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6430, VarSet];ヒット判定
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 0

[State 6430, VarSet];相手吹き飛び方向
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

[State 6430, VarSet];拡大率
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.15

;--------------------速度設定
[State 6430, VelSet] 
Type = VelSet
Trigger1 = Time = 0
X = 10*Cos(-Pi*(1.0*Var(1)/180))
Y = 10*Sin(-Pi*(1.0*Var(1)/180))

;--------------------回転の設定
[State 6430, AngleSet]
Type = null;AngleSet
Trigger1 = Time = 0
Value = 0
;--------------------次へ
[State 6430, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 65281

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　展開　攻撃
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;  Var(20)	グレイズエフェクトランダム
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65281]
MoveType = A

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1
;========== 共通の処理 ==========

;--------------------エフェクトランダム
[State 6431, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------相殺処理
[State 6431, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6431, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 65283
IgnoreHitPause = 1


;========== 攻撃時の処理 ==========

;--------------------攻撃設定
[State 6431, HitDef]
Type = HitDef
Trigger1 = MoveType = A
Trigger1 = Var(4) = 0
Trigger1 = !MoveContact
;hitsound   = S0,17;S5,1
guardsound = S0,7;S6,0
Persistent = 0
Attr = A, HP
HitFlag = MAF
GuardFlag = MA
AnimType = Hard
Air.AnimType = Back
;Priority = 6, Hit
Damage = Floor(4), 1
PauseTime = 0, 10
Ground.Type = High
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 22
Air.HitTime  = 80
Guard.CtrlTime = 22
Guard.Dist = 50
Ground.Velocity = -2*Var(7), -8
Guard.Velocity = -6*Var(7)
Air.Velocity = -2*Var(7),-8
AirGuard.Velocity = -3*Var(7),-4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 80
Guard.Kill = 1
HitOnce = 1
GetPower = 0, 0
GivePower = 0, 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------ヒット後処理
[State 31020, Explod]
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1


[State ]
type = playsnd
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Value    = 0,17;ひっと
channel = 0;VC

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1

[State 6431, VarSet];ヒット判定
Type = VarSet
Trigger1 = MoveType = A
Trigger1 = MoveContact
V = 4
Value = 1

[State 6431, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 65283

;========== 共通の処理 ==========

;--------------------消滅条件
[State 6431, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [35280,35289]
Value = 65289

;--------------------ホーミングへ
[State 6431, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 25
Value = 65284

;--------------------速度変化
[State 6431, VelMul] 
Type = VelMul
Trigger1 = Var(2) <= 10
X = 0.96
Y = 0.96

[State 6431, VelMul] 
Type = VelMul
Trigger1 = Var(2) > 10
X = 0.88
Y = 0.88

;--------------------回転の変化
[State 6431, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6431, AngleAdd]
Type = AngleSet
Trigger1 = 1
Value = 0
[State 6431, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6431, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6431, Trans]
Type = null;Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

;--------------------拡大率増加
[State 6431, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < 1.0;0.75
FV = 1
Value = 0.10

;--------------------時間経過
[State 6431, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　展開　無力状態
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65283]
MoveType = I

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1

;--------------------消滅条件
[State 6433, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [35280,35289]
Value = 65289

;--------------------ホーミングへ
[State 6433, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 25
Value = 65284

;--------------------復帰
[State 6433, ChangeState]
Type = ChangeState
Trigger1 = Time > 1
Trigger1 = Var(4) = 0
Value = 65281

;--------------------速度変化
[State 6433, VelMul] 
Type = VelMul
Trigger1 = Var(2) <= 10
X = 0.96
Y = 0.96

[State 6433, VelMul] 
Type = VelMul
Trigger1 = Var(2) > 10
X = 0.88
Y = 0.88

;--------------------回転の変化
[State 6433, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6431, AngleAdd]
Type = AngleSet
Trigger1 = 1
Value = 0
[State 6431, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6433, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6433, Trans]
Type = null;Trans
Trigger1 = 1
Trans = Add

;--------------------拡大率増加
[State 6433, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < 1.0;0.75
FV = 1
Value = 0.10

;--------------------時間経過
[State 6433, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

[State 6433, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AT,AP

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　ホーミング　初期設定
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65284]
MoveType = A
VelSet = 0, 0

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1

;--------------------消滅条件
[State 6434, ChangeState]
Type = ChangeState
Trigger1 = Root,MoveType = H && Root,StateNo != [35280,35289]
Value = 65289

;--------------------速度設定
[State 6434, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.0

;--------------------時間初期化
[State 6434, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

;--------------------ヒット回数初期化
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 6
Value = 3;3回当たると消える
;Value = 2;2回当たると消える

;--------------------相手がいる場合：相手の位置を取得
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 3
Value = P2Dist X

[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 4
Value = (P2Dist Y)+(EnemyNear,Const(Size.Mid.Pos.Y))

;--------------------相手がいる場合：相手への角度を計算
[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) > Abs(FVar(4))
FV = 5
Value = Atan(FVar(4)/FVar(3))*180/Pi

[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) <= Abs(FVar(4))
FV = 5
Value = IfElse(FVar(4)>0, 90, -90)

[State 6434, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(3) < 0
FV = 5
Value = 180

;--------------------相手がいない場合：そのままの角度を保つ
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 5
Value = -1.0*Var(1)

;--------------------相手吹き飛び方向設定
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

;--------------------次へ
[State 6434, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 65285

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　ホーミング　攻撃
;--------------------------------------------------
;各Varについて
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;  Var(20)	グレイズエフェクトランダム
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65285]
MoveType = A

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1

;========== 共通の処理 ==========

;--------------------相殺処理
[State 6435, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6435, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 65287
IgnoreHitPause = 1

;========== 攻撃時の処理 ==========

;--------------------攻撃設定
[State 6435, HitDef]
Type = HitDef
Trigger1 = MoveType = A
Trigger1 = !MoveContact
Persistent = 0
;hitsound   = S0,17;S5,1
guardsound = S0,7;S6,0
Attr = A, HP
HitFlag = MAF
GuardFlag = MA
AnimType = Hard
Air.AnimType = Back
;Priority = 6, Hit
Damage = Floor(6), 2
PauseTime = 10, 10
Ground.Type = High
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 22
Air.HitTime  = 80
Guard.CtrlTime = 22
Guard.Dist = 50
Ground.Velocity = -2*Var(7), -8
Guard.Velocity = -6*Var(7)
Air.Velocity = -2*Var(7),-8
AirGuard.Velocity = -3*Var(7),-4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 80
Guard.Kill = 1
HitOnce = 1
GetPower = 0, 0
GivePower = 0, 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------ヒット後処理

[State 31020, Explod]
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1

[State ]
type = playsnd
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Value    = 0,17;ひっと
channel = 0;se

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1

[State 6435, TargetState]
Type = null;TargetState
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumTarget > 0
Value = 7030
Persistent = 0
IgnoreHitPause = 1

[State 6435, VarAdd];ヒット回数減少
Type = VarAdd
Trigger1 = MoveType = A
Trigger1 = MoveContact
Persistent = 0
IgnoreHitPause = 1
V = 6
Value = -1

;--------------------繰り返し
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = Var(6) > 0
Trigger1 = MoveContact
Value = 65285

;--------------------次へ
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 65288

;========== 共通の処理 ==========

;--------------------消滅条件
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 60
Trigger2 = Root,MoveType = H && Root,StateNo != [35280,35289]
Value = 65289

;--------------------速度設定
[State 6435, VelSet] 
Type = VelSet
Trigger1 = 1
X = FVar(2)*Cos(Pi*(1.0*FVar(5)/180))
Y = FVar(2)*Sin(Pi*(1.0*FVar(5)/180))

;--------------------回転の変化
[State 6435, AngleDraw]
Type = AngleDraw
Trigger1 = 1
;Scale = 0.75, 0.75

[State 6431, AngleAdd]
Type = AngleSet
Trigger1 = 1
Value = 0
[State 6431, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6435, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------速度上昇
[State 6435, VarAdd]
Type = VarAdd
Trigger1 = FVar(2) < 20.0
FV = 2
Value = 0.5

;--------------------時間経過
[State 6435, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1


;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　ホーミング　無力状態
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65287]
MoveType = I

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1

;--------------------復帰
[State 6437, ChangeState]
Type = ChangeState
Trigger1 = Time > 1
Trigger1 = Var(4) = 0
Value = 65285

;--------------------消滅条件
[State 6437, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 60
Trigger2 = Root,MoveType = H && Root,StateNo != [35280,35289]
Value = 65289

;--------------------速度設定
[State 6437, VelSet] 
Type = VelSet
Trigger1 = 1
X = FVar(2)*Cos(Pi*(1.0*FVar(5)/180))
Y = FVar(2)*Sin(Pi*(1.0*FVar(5)/180))

;--------------------回転の変化
[State 6437, AngleDraw]
Type = AngleDraw
Trigger1 = 1
;Scale = 0.75, 0.75

[State 6431, AngleAdd]
Type = AngleSet
Trigger1 = 1
Value = 0
[State 6431, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6437, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6437, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------速度上昇
[State 6437, VarAdd]
Type = VarAdd
Trigger1 = FVar(2) < 20.0
FV = 2
Value = 0.5

;--------------------時間経過
[State 6437, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

[State 6437, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AT,AP
IgnoreHitPause = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　ホーミング　ヒット消滅
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65288]
MoveType = I
anim = 65283

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 100,0,128
color = 0;
ignorehitpause = 1

[State 6438, EnvShake]
Type = EnvShake
Trigger1 = Time = 0
Time = 12
Freq = 100
Ampl = 3

;--------------------明度初期化
[State 6438, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 256

;--------------------拡大率設定
[State 6438, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 2.00

;--------------------消滅条件
[State 6438, DestroySelf]
Type = DestroySelf
trigger1 = animtime = 0

;--------------------速度減少
[State 6438, VelMul] 
Type = VelMul
Trigger1 = 1
X = 0.85
Y = 0.85

;--------------------回転の変化
[State 6438, AngleDraw]
Type = null;AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6438, AngleAdd]
Type = AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6438, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6438, Trans]
Type = null;Trans
Trigger1 = 1
Trans = Add

;--------------------明度
[State 6438, PalFX]
Type = null;PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(3), Var(3), Var(3)

;--------------------明度減少
[State 6438, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 3
Value = -13

;--------------------拡大率減少
[State 6438, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) > 0.01
FV = 1
Value = -0.1

[State 6438, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AT,AP

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　消滅
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65289]
MoveType = I
anim = 65283

[State PAL]
type = PalFX
trigger1 = 1
time = 1
add = 180,0,128
color = 0;
ignorehitpause = 1

;--------------------消滅条件
[State 6439, DestroySelf]
Type = DestroySelf
Trigger1 = 0;FVar(1) <= 0.01
trigger2 = animtime = 0

;--------------------回転の変化
[State 6439, AngleDraw]
Type = null;AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6439, AngleAdd]
Type = AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6439, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6439, Trans]
Type = null;Trans
Trigger1 = 1
Trans = Add

;--------------------拡大率減少
[State 6439, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) > 0.01
FV = 1
Value = -0.0375

[State 6439, VarSet]
Type = VarSet
Trigger1 = FVar(1) <= 0.01
FV = 1
Value = 0

[State 6439, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AT,AP


;---------------------------------
[Statedef 35290];流影陣
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 35292

[state a]
type = nothitby
trigger1 = 1
value = ,NP,SP,HP
time = 1

[State vel]
type = null;velset
trigger1 = time = 0
;x = -10
y = -4

[State vel]
type = null;velmul
trigger1 = 1;time <= 2
x = 0.6
y = 0.6

[State 4500, Explod]
type = Explod
trigger1 = Animelem = 5
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 1,1;2,2;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State SE];
type = PlaySnd
trigger1 = animelem = 5
value = 3529,1
;channel = 1;SE
persistent = 0

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelem = 1
value = 3529,0;リュウエイジン！
freqmul =1.2
channel = 0;VC

;反射ヘルパー
[State 4500, Helper];ヘルパー扱い
type = Helper
trigger1 = animelem = 6
helpertype = Normal
name = "REF Helper"
ID = 35295
stateno = 35295
pos =  41,-53;
postype = p1
facing = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State WPNSUB];命中した
type = Varadd
Trigger1 = projhittime(65296) = 1
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))
persistent = 0
ignorehitpause = 1

[State Return]
type = ChangeState
trigger1 = animtime = 0;アニメおわった？
value = 0;もどれ。
ctrl = 1
;------------------------------
[StateDef 35295];流影陣ヘルパー
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
velset = 0,0
Anim      = 65295
sprpriority = 4

[state a]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AP
stateno = 35297

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

[State Posfv_X]
type = varset
trigger1 = var(1) = 0
var(0) = parent,stateno
[State Posfv_X]
type = varset
trigger1 = var(1) = 0
fvar(0) = parentdist X;Pos X;X
[State Posfv_Y]
type = varset
trigger1 = var(1) = 0
fvar(1) = parentdist Y;Pos Y;Y

[State timer]
type = varadd
trigger1 = 1
var(1) = 1

[State 4501, PosSet]
type = null;PosSet
trigger1 = 1;parent, facing = 1
x = parent, Pos X - (fvar(0) * parent, facing)
y = parent, Pos Y - fvar(1)
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = -fvar(0),-fvar(1)
ignorehitpause = 1

[State SYOUKOUKEN];飛び道具　覇王翔吼拳
type = projectile
trigger1 = time = 4
;trigger1 = var(1) = 4
ProjID = 65296
projanim = 65296;すてるす
projhitanim = -1
projremanim = -1
offset = 0,0
velocity = 0,0
projremovetime = 1
projedgebound = 180
projstagebound = 180
attr = A,SP
animtype = back
getpower = 30,10
givepower = 20,20
damage = 50,10;
guardflag = MA
hitflag = MAF
pausetime = 11,12
sparkno = 4006;
hitsound = S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.type = trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -5.5,-5.5
guard.velocity = -6
air.velocity = -4,-4;-7.5,-3.5
airguard.velocity = -4,-1
air.juggle = 3
air.fall = 1
air.recover = 0
projpriority = 3

[State 4501, DestroySelf]
type = changestate
trigger1 = parent,StateNo != var(0);4500;本体の動作がおわたら消滅
trigger2 = var(1) > 25;30;時間経過
trigger3 = parent,movetype = H
value = 35296
;ゲージ残量がきれた場合も時間切れまでは発生する。
;ぶっちゃた話１２ｐの時用の措置。

;------------------------------
[StateDef 35296];流影陣ヘルパー そのまま消滅
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
velset = 0,0
Anim      = 65283
sprpriority = 4

[state a]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0
;------------------------------
[StateDef 35297];流影陣ヘルパー 反射消滅
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
velset = 0,0
Anim      = 65283
sprpriority = 4

[State WPNSUB];反射した
type = parentVaradd
Trigger1 = time = 0
Trigger1 = (root,var(6)) >= (3000/(root,var(7)))
var(6) = -(3000/(root,var(7)))
persistent = 0
ignorehitpause = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = -1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,43;チャージＸ８

[State SYOUKOUKEN];飛び道具　覇王翔吼拳
type = projectile
trigger1 = time = 0
ProjID = 35010
projanim = 35013;チャージバスター
projhitanim = 3010;
projscale = 1.2,1.2;.5,.5
offset = 0,0
velocity = 15,0
projremovetime = -1
projedgebound = 180
projstagebound = 180
attr = A,HP
animtype = back
getpower = 0,0
givepower = 50,25
damage = 80,10;
guardflag = HA
hitflag = MAF
pausetime = 0,20
sparkno = 4006;
hitsound = S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.type = trip
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -20,-8;-8,-4
guard.velocity = -3
air.velocity = -20,-8;-7.5,-3.5
airguard.velocity = -2,-1
air.juggle = 3
projpriority = 3
;---------------------[]
[State 4501, mada]
type = changestate
trigger1 = var(1) <= 25;30;時間未経過
value = 35295

[state a]
type = destroyself
trigger1 = parent,StateNo != var(0);4500;本体の動作がおわたら消滅
trigger2 = var(1) > 25;30;時間経過
trigger3 = parent,movetype = H
triggerall = animtime = 0


;------------------------------
;HINA-891 YAKUGAMI
[StateDef 35300]
Type     = S
MoveType = I
Physics  = S
Ctrl     = 0
sprpriority = 1
Anim = 35302;ひゅう、ちっちっち
velset = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nomusic
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State BGMOFF]
type = StopSnd
Trigger1 = Time = 0
channel = 2;BGM
[State 35300, SND]
type = playsnd
trigger1 = time = 0;
value = 3530,10+Random%3;ＢＧＭ

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = null;Explod
trigger1 = time >= 0
;trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 600
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State 35300, Voice]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemTime(1) = 0
value = 195,0;ひゅう
channel = 0;VC

[State 35300, Voice]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemTime(3) = 0
trigger2 = animelemTime(4) = 0
trigger3 = animelemTime(5) = 0
trigger4 = animelemTime(6) = 0
trigger5 = animelemTime(7) = 0
trigger6 = animelemTime(8) = 0
value = 195,1;ちっちっち
channel = 0;VC

[State 4500, Helper]
type = Helper
triggerall = !NumHelper(65300)
trigger1 = time = 30;
helpertype = Normal
name = "Remilia"
ID = 65300
stateno = 65300
pos =  -30,-180
postype = back
facing = 1
ownpal = 1
removeongethit = 1

[State 35300, SND]
type = playsnd
trigger1 = time = 30;
value = 3530,0;ヘリ

[state exp]
type = null;removeexplod
trigger1 = time > 500
id = 15060

[State 35300, End]
type = ChangeState
trigger1 = Time > 500
value = 0
ctrl = 1
;------------------------------
;へりこぷたー
[StateDef 65300]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
sprpriority = 3
Anim = 65300;へり本体・前進
velset = 10,4

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nomusic
;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time = 0
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 600
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[state a]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = -1

[State Vel]
type = veladd
trigger1 = vel X > 0
trigger1 = vel Y > 0
X = -0.25
Y = -0.1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
ID = 65302;995
postype = P1
pos = 15,-54
anim = 65302;ローター
scale = 2,2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 4
ownpal = 1
removetime = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
;Trigger1          = 1
trigger1 = vel X > 0
trigger1 = vel Y > 0;勢いがついている間だけ
Attr              = S, SA
Damage            = 25, 5			;ダメージ
sparkno = S4006;
hitsound   = S0,5
guardsound = S0,7
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
guard.dist        = 193             ;相手がガード行動をとる距離
GuardFlag         = M				;空中ガード不能
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 9, 10			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -3, 45			;エフェクト表示位置
Ground.Type       = Trip			;どこに当たるか 地上
Air.Type          = Trip			;どこに当たるか 空中
Ground.SlideTime  = 10				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -0.5,-3			;ヒット時の相手の移動 地上
Air.Velocity      = -0.5,-3			;ヒット時の相手の移動 空中
AirGuard.Velocity = -0.5,-3			;ヒット時の相手の移動 空中ガード
YAccel            = 0.052
Kill              = 0				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
Persistent = 0

[State 35300, End]
type = ChangeState
;trigger1 = animtime = 0;Time > 90
trigger1 = floor(vel X) <= 0
trigger1 = floor(vel Y) <= 0;止まったら次へ
value = 65301
ctrl = 0
;------------------------------
;へりこぷたー２　ミサイル
[StateDef 65301]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
sprpriority = 3
Anim = 65301;へり本体・後退
velset = 0,0;-.6,-.6

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nomusic

[State Vel]
type = veladd
trigger1 = vel X > -.4
trigger1 = vel Y > -.4
X = -0.002
Y = -0.002

[state a]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = -1

[State Exp]
type = removeexplod
trigger1 = time = 0
id = 65302

[State 4500, Explod]
type = Explod
trigger1 = time = 0
ID = 65302;995
postype = P1
pos = 15,-46
anim = 65303;ローター
scale = 2,2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 4
ownpal = 1
removetime = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 4500, Helper]
type = Helper
trigger1 = time >= 60;
trigger1 = time%20=1
helpertype = Normal
name = "MISO"
ID = 65305
stateno = 65305
pos =  -18,35
postype = p1
facing = 1
ownpal = 1
removeongethit = 1
[State 4500, Helper]
type = Helper
trigger1 = time >= 60;
trigger1 = (time)%20=11
helpertype = Normal
name = "MISO"
ID = 65305
stateno = 65305
pos =  36,35
postype = p1
facing = 1
ownpal = 1
removeongethit = 1

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
;Trigger1          = 1
trigger1 = vel X > 0
trigger1 = vel Y > 0;勢いがついている間だけ
Attr              = S, SA
Damage            = 25, 5			;ダメージ
sparkno = S4006;
hitsound   = S0,5
guardsound = S0,7
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
guard.dist        = 193             ;相手がガード行動をとる距離
GuardFlag         = M				;空中ガード不能
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 9, 10			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, 15			;エフェクト表示位置
Ground.Type       = Trip			;どこに当たるか 地上
Air.Type          = Trip			;どこに当たるか 空中
Ground.SlideTime  = 10				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -0.5,-7			;ヒット時の相手の移動 地上
Air.Velocity      = -0.5,-7			;ヒット時の相手の移動 空中
AirGuard.Velocity = -0.5,-7			;ヒット時の相手の移動 空中ガード
YAccel            = 0.4
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
Persistent = 0

[State 35300, End]
type = ChangeState
trigger1 = Time > 380;数秒間
value = 65302
ctrl = 0
;------------------------------
;へりこぷたー３　離脱
[StateDef 65302]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0
sprpriority = 3
Anim = 65300;へり本体・前進
velset = 0,0

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[state a]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = -1

[State Vel]
type = veladd
trigger1 = 1
X = 0.25
Y = -0.15


[State Exp]
type = removeexplod
trigger1 = time = 0
id = 65302

[State 4500, Explod]
type = Explod
trigger1 = time = 0
ID = 65302;995
postype = P1
pos = 15,-54
anim = 65302;ローター
scale = 2,2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 4
ownpal = 1
removetime = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[state exp]
type = removeexplod
trigger1 = FrontEdgeDist < -120;画面抜けてからだいぶ経った
id = 15060

[State Exp]
type = removeexplod
trigger1 = FrontEdgeDist < -120;画面抜けてからだいぶ経った
id = 65302

[State 35300, End]
type = destroyself
trigger1 = FrontEdgeDist < -120;画面抜けてからだいぶ経った

;------------------------------
;みさいるヘルパー 初動
[Statedef 65305]
type    = A
movetype= A
physics = N;A
juggle  = 2
ctrl = 0
anim = 65304
sprpriority = 2

[State Hitby];無敵
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

[State Velset]
type = velset
trigger1 = Time = 0;1
Y = 2;.5

;--------------------諸数値初期化
[State 6430, VarSet];発射角度
Type = null;VarSet
Trigger1 = Time = 0
V = 1
Value = Root,var(15);Var(20)

[State 6430, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6430, VarSet];ヒット判定
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 0

[State 6430, VarSet];相手吹き飛び方向
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

[State 6430, VarSet];拡大率
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.15

;--------------------速度設定
[State 6430, VelSet] 
Type = null;VelSet
Trigger1 = Time = 0
X = 10*Cos(-Pi*(1.0*Var(1)/180))
Y = 10*Sin(-Pi*(1.0*Var(1)/180))

;--------------------回転の設定
[State 6430, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = 0

[State NextState]
Type = ChangeState
Trigger1 = time >= 10
Value = 65306;射出

;----------------------------------------
;射出
[StateDef 65306]
MoveType = A
VelSet = 0, 0
;--------------------
[State 6435, HitBy]
Type = notHitBy
Trigger1 = 1
Value = SCA,AA,AT,AP
IgnoreHitPause = 1
;--------------------速度設定
[State 6434, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.0

;--------------------時間初期化
[State 6434, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

;--------------------ヒット回数初期化
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 6
Value = 3

;--------------------相手がいる場合：相手の位置を取得
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 3
Value = P2Dist X

[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 4
Value = (P2Dist Y)+(EnemyNear,Const(Size.Mid.Pos.Y))

;--------------------相手がいる場合：相手への角度を計算
[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) > Abs(FVar(4))
FV = 5
Value = Atan(FVar(4)/FVar(3))*180/Pi

[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) <= Abs(FVar(4))
FV = 5
Value = IfElse(FVar(4)>0, 90, -90)

[State 6434, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(3) < 0
FV = 5
Value = 180

;--------------------相手がいない場合：そのままの角度を保つ
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 5
Value = -1.0;*Var(1)

;--------------------相手吹き飛び方向設定
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

;--------------------次へ
[State 6434, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 65307

;------------------------------
;追尾開始
[StateDef 65307]
MoveType = A

;========== 共通の処理 ==========

;--------------------
[State 6435, HitBy]
Type = notHitBy
Trigger1 = 1
Value = SCA,AA,AT,AP
IgnoreHitPause = 1


;--------------------相手に近づいたら起爆
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 60
trigger2 = floor(P2Dist X) = [-50,50];範囲指定
trigger2 = floor(P2Dist Y) < (50-(EnemyNear,Const(Size.Mid.Pos.Y)))
trigger2 = floor(P2Dist Y) >= -(20)
Value = 65308

;--------------------速度設定
[State 6435, VelSet] 
Type = VelSet
Trigger1 = 1
X = FVar(2)*Cos(Pi*(1.0*FVar(5)/180))
Y = FVar(2)*Sin(Pi*(1.0*FVar(5)/180))

;--------------------回転の変化
[State 6435, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6435, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10
[State 6435, AngleAdd]
Type = Angleset
Trigger1 = 1
Value = -FVar(5)

;--------------------透過設定
[State 6435, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------速度上昇
[State 6435, VarAdd]
Type = VarAdd
Trigger1 = FVar(2) < 20.0
FV = 2
Value = 0.5

;--------------------時間経過
[State 6435, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

;------------------------------
;起爆
[StateDef 65308]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 35113
sprpriority = 2

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

;[State Angle]
;type = AngleDraw
;trigger1 = 1
;Scale = 1.5,1.5
;AngleDrawによる拡大はDosでは出来ない。

[state 4002, 1];爆風
type = explod
trigger1 = Time = 0
anim = 6000
pos = 0, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 2,2
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = -60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = -40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, -60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = 40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = 60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = 40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, 60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = -40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5

[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 17
channel = 1;SE

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/80.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1

[State Hitdef]
;Type = HitDef
Type = projectile
ProjID = 35113
projanim = 35113;すてるす
projhitanim = -1
projremanim = -1
offset = 0,0
velocity = 0,0
projremovetime = 1
projedgebound = 180
projstagebound = 180
Trigger1	  = time = 0;1
Attr              = A, HA
Damage            = ceil(12*fvar(10)),ceil(2*fvar(10));かなり当たるので威力調整には注意が必要
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = -1;S4002;必殺エフェクト２
hitsound   = -1;S0,5;5,0
guardsound = -1;S0,7;6,0
guard.dist        = 130             ;相手がガード行動をとる距離
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 8, 6			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = ifelse(P2Dist X <= 0,2,-2),-2			;ヒット時の相手の移動 地上
Air.Velocity      = ifelse(P2Dist X <= 0,2,-2),-2			;ヒット時の相手の移動 空中
;AirGuard.Velocity = -1,-11			;ヒット時の相手の移動 空中ガード
yaccel 		= .2
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 0				;ヒット時のパワー増減
Persistent = 0

[State DelHelper]
type = DestroySelf
trigger1 = time >= 8
;---------------------------------
[Statedef 35310];31 カイザーウェイブ
;sffは35**で管理し、0番は武器アイコン、1番は武器名とする 以後必要に応じて差し込んでく
;airにて35**#で画像管理。35**0アイコン、**1武器名、以下略。
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35312;つまり、アクションアニメは35012以降となる

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;[State Vartes]
;type = varset
;trigger1 = 1
;var(6) = var(7)

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
pausemovetime = 60
removetime = 30
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
removetime = 30
supermovetime = 60
pausemovetime = 60
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10


[State 3000, Super A]
type = null;SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 3,-52;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)
[State flash]
type = explod
trigger1 = Time = 0
anim = 4050;
id = 4050;
postype = p1
pos = 3,-52;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State Snd]
type = playsnd
trigger1 = Time = 0
value = S0,39;22;20, 0
[State Pause]
type = pause
trigger1 = Time = 0
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 600
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State IKZE];
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0;VCチャンネル
persistent = 0

[State Var]
type = varset
trigger1 = time = 0
var(15) = 0

[State Var]
type = varadd
;trigger1 = 1
trigger1 = time%2=0
var(15) = 1


[State 4500, Explod]
type = Explod
trigger1 = Animelem = 3
ID = 65295
postype = P1
pos = -64,-48
anim = 65295
scale = var(15)/50.0,var(15)/50.0
sprpriority = 3
ownpal = 1
removetime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0;一回でいい

[State 4500, Explod]
type = modifyExplod
trigger1 = numexplod(65295)
ID = 65295
postype = P1
pos = -64,-48
random = 16,16
scale = var(15)/50.0,var(15)/50.0

;fxm508氏の2002ルガールの記述を使わせていただきました
[State 1020, 0]
type = HitDef
;triggerall = hitcount < 35
triggerall = var(15) < 70
trigger1 = Time%5 = 0
trigger2 = Time%5 = 2
attr = S,SP
guardflag = M
hitflag = MAF
damage = ceil(20*fvar(10)),10
p2facing = 1
animtype = back
priority = 7,hit
pausetime = 0,12
sparkno = -1;S4002+ifelse(random%2,4,0)
guard.sparkno = S4023
sparkxy = -10,-70
hitsound = -1;S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.velocity = -3.5,-14
air.velocity = -3.5,-14
yaccel = .48
air.hittime = 600
fall = 1
fall.recover = 0
getpower = 100,100
givepower = 15,15
Kill = 0

[State 1800]
type           = Explod
trigger1 = movehit = 1
anim           = 4002+ifelse(random%2,4,0)
ID             = 4002
pos            = -10,-70
random	= 64,64
scale		= .5,.5
postype        = p2
sprpriority    = 4
ownpal         = 1
ignorehitpause = 1

[State bind]
type = Targetbind
trigger1 = numtarget > 0
triggerall = var(15) < 70
pos = -64,-15

[State Snd]
type = playsnd
trigger1 = hitcount%2=0
trigger1 = movehit = 1
value = 0,17
channel = 1

[State Nex]
type = changestate
triggerall = animtime = 0
Trigger1 = !Var(59);NOAI
trigger1 = command != "holdy"
Trigger2 = Var(59);AION
trigger2 = numpartner = 0;パートナーいない
trigger2 = !movehit;後ろに命中してない場合はすぐ発射する
;現状、パートナーがいる場合はＡＩは信用してタメるようになってます
value = 35311

[State Nex]
type = varset
trigger1 = var(15) > 100
trigger1 = movehit
var(15) = 200

[State Nex]
type = changestate
trigger1 = var(15) > 100
value = 35312;ふるちゃーじ
;---------------------------------
[Statedef 35311];発射 ノーマル
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35313;

[State Delexp]
type = removeexplod
trigger1 = numexplod(65295)
ID = 65295

[State -2, ParamNOR]
type = AttackMulSet
triggerall = fvar(10) > 0;補正値０以上
trigger1 = var(5) >= 1
value = 1.0 * fvar(10)
ignorehitpause=1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 1
value = 1,8;でりゃあ！
channel = 0;VC

[State 4500, Explod]
type = Explod
trigger1 = Animelem = 3
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 2,2;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 0,43;チャージＸ８
;channel=1;SE
[State SYOUKOUKEN];飛び道具　覇王翔吼拳
type = projectile
trigger1 = Animelem = 3
ProjID = 35311
projanim = 35014
projhitanim = 35015;
projscale = 1.8,1.8;すけーるでかい
offset = 40,-48
velocity = 20,0
projremovetime = -1
projedgebound = 180
projstagebound = 180
attr = A,HP
animtype = back
getpower = 0,0
givepower = 50,25
damage = ceil(250*fvar(10)),10;当たるのは一発だけど、でかいダメージ
;damage = 0,10
guardflag = HA
hitflag = MAF
pausetime = 0,20
sparkno = 4006;
hitsound = S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.type = trip
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -10,-8;-8,-4
guard.velocity = -3
air.velocity = -10,-8;-7.5,-3.5
airguard.velocity = -2,-1
air.juggle = 0;3
projpriority = 3
absolute = 1


[State North]
type = VarAdd;当たったら星を奪う
trigger1 = projhittime(35311) = 1
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Life]
type = null;targetlifeadd
trigger1 = projhittime(35311) = 1
;trigger1 = var(15) > 100
value = -250*fvar(10)
absolute = 1
persistent = 0
ignorehitpause=1


[State remexp]
type = removeexplod
trigger1 = animtime = 0;
id = 15060

[State Return]
type = ChangeState
trigger1 = animtime = 0;アニメおわった？
value = 0;もどれ。
ctrl = 1

;---------------------------------
[Statedef 35312];発射 １秒間１０カイザー
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35314;

[State Delexp]
type = removeexplod
trigger1 = numexplod(65295)
ID = 65295

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State ***]
type = null;playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 1
value = 1,8;でりゃあ！
channel = 0;VC

[State 4500, Explod]
type = Explod
trigger1 = Animelem = 3
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 1,1;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 210, 1]
type = null;PlaySnd
trigger1 = Animelem = 3
value = 0,43;チャージＸ８
;channel=1;SE
[State SYOUKOUKEN];飛び道具　覇王翔吼拳
type = projectile
trigger1 = Animelem = 3
ProjID = 35310
projanim = 35013
projhitanim = 35015;
projscale = 1.6,1.6;すけーるでかい
offset = 40,-48 + ((Random%48)-24)
velocity = 20,0
projremovetime = -1
projedgebound = 180
projstagebound = 180
attr = A,HP
animtype = back
getpower = 0,0
givepower = 2,1
damage = ceil(fvar(10)*50),2
;damage = 10,2
guardflag = HA
hitflag = MAF
pausetime = 0,20
sparkno = 4006;
hitsound = -1;S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.type = trip
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -20,-8;-8,-4
guard.velocity = -3
air.velocity = -20,-8;-7.5,-3.5
airguard.velocity = -2,-1
air.juggle = 0;3
projpriority = 3

[State Life]
type = null;targetlifeadd
trigger1 = projhittime(35310) = 1
;trigger1 = var(15) > 100
value = -50*fvar(10)
absolute = 1
persistent = 0
ignorehitpause=1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,8;小
channel=0;本来はボイスチャンネルだが、臨時で

[State Snd]
type = playsnd
trigger1 = projhittime(35310) = 1
value = 3501,1
channel = 1

[State Return]
type = ChangeState
trigger1 = time >= 120
value = 35311

;ブリッツボール------
[Statedef 35315]
type    = S
movetype= A
physics = S
juggle  = 4
;poweradd= 65
ctrl = 0
velset = 0,0
anim=35315;射撃アニメのどれかを使う 暫定的にこれ



[State 210, 1]
type = StopSnd
trigger1 = animelem = 3
channel=4;

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,8;小
channel=1;SE


[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelem = 3
value = 1,15;発射せりふ「バーン！」
channel=0;vc



[State 220, 3]
type = Explod
trigger1 = animelem = 3
anim = 4010;手前のケムリオブジェクト。
sprpriority = 5

[State 220, 4] ;
type = Projectile
trigger1 = animelem = 3
projid = 35316
projanim = 35316;
projhitanim = 3010;1003
offset = 40,-44 + ((Random%44)-22)
projscale = .5,.5
velocity = 5,0
; HitDef
attr = S, SP
animtype = Light
damage    = 6
getpower  = 20
givepower = 20
hitflag = MA;FD
guardflag = MAF
pausetime = 4,8
sparkno = S4006
guard.sparkno = S4023
priority = 3;,Dodge
;sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-3
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -3,-3
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 0;1
air.fall = 1
Fall.Recover      = 0				;リカバーできるか
palfx.time = 55
palfx.add = -40,30,-100
palfx.sinadd = 50,60,60,10
palfx.color = 0
palfx.invertall = 1

[State Ctrl]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------
[Statedef 35320];32 ハンマー状態
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35322

;ゲージの使用法が特殊
[State WPNSUB]
type = Varset
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = 3000

[State GuageON]
type = Helper
Trigger1 = Time = 0
Trigger1 = var(5) != 0;武器をそうびしている状態なら
trigger1 = !Numhelper(10010);ゲージが出てなかった場合のみ
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State WPNSUB]
type = Varadd
Trigger1 = Time > 0
var(6) = -5

[State Miss]
type = changeanim
trigger1 = time = 10
trigger1 = random%10=0;1/10
value = 35323;はずれ

[State 4500, Helper]
type = Helper
trigger1 = anim = 35323
helpertype = Normal
name = "HAMMER"
ID = 35325
stateno = 35325
pos =  -18,-101
postype = p1
facing = 1
ownpal = 1
persistent = 0

[State BGMON]
type = varset
trigger1 = time = 0
var(20) = 1

[State Rnd]
type = varset
trigger1 = time = 0
var(15) = Random%2;0-1

[State BGM]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(15) = 0
value = 3532,10+(Random%2)
loop = 1
channel = 2;BGM

[State BGM]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(15) = 1
value = 3532,12
loop = 1
channel = 2;BGM


[State -2, 2nd Flash]
type = PalFX
trigger1 = var(15) = 1
trigger1 = Time%4 = 0
time = 2
add = 200,200,0
color = 0
[State -2, 2nd Flash]
type = PalFX
trigger1 = var(15) = 1
trigger1 = Time%4 = 2
time = 2
add = 128,128,0
color = 0

[State -3,NOGUARD];ガード不能
type = null;AssertSpecial
trigger1 = 1
flag = unguardable

[State SYOUKOUKEN];飛び道具　
type = projectile
triggerall = anim = 35322
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 8
ProjID = 35320
projanim = 35325;すてるす
projhitanim = -1
projremanim = -1
offset = -18,-101
velocity = 0,0
projremovetime = 8
;projedgebound = 180
;projstagebound = 180
attr = S,HA
animtype = back
getpower = 0,0
givepower = 20,20
damage = 100,10
guardflag = MA
hitflag = MA
affectteam = B;両方に当たる
pausetime = 0,2
sparkno = -1;
guard.sparkno = -1;
hitsound   = S3532,0;S5,1
guardsound = S0,7;S6,0
ground.type = low;trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4,-8
guard.velocity = -3
air.velocity = -4,-12;-7.5,-3.5
airguard.velocity = -4,-1
;air.juggle = 3
yaccel = .5
fall = 1
recover = 0
air.fall = 1
air.recover = 0
guard.kill = 0
projpriority = 3
[State SYOUKOUKEN];飛び道具　
type = projectile
triggerall = anim = 35322
trigger1 = animelemtime(2) = 0
ProjID = 35321
projanim = 35325;すてるす
projhitanim = -1
projremanim = -1
offset = 53,-45
velocity = 0,0
projremovetime = 8
;projedgebound = 180
;projstagebound = 180
attr = S,HA
animtype = back
getpower = 0,0
givepower = 20,20
damage = 100,10
guardflag = MA
hitflag = MA
affectteam = B;両方に当たる
pausetime = 0,2
sparkno = -1;
guard.sparkno = -1;
hitsound   = S3532,0;S5,1
guardsound = S0,7;S6,0
ground.type = low;trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4,-8
guard.velocity = -3
air.velocity = -4,-12;-7.5,-3.5
airguard.velocity = -4,-1
;air.juggle = 3
yaccel = .5
fall = 1
recover = 0
air.fall = 1
air.recover = 0
guard.kill = 0
projpriority = 3

[State Velset]
type = null;velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
X = 0
Y = 0
[State Velset]
type = velset
trigger1 = command = "holdfwd"
X = 2
[State Velset]
type = velset
trigger1 = command = "holdback"
X = -2

[State turn]
type = turn
trigger1 = p2dist X < 0

[State MUTEKI];ちょっとだけ無敵
type= null;NotHitBy
trigger1 = anim = 35322
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT
[state a];ダメージ食らった場合
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 35324

[State Varset]
type = varset
trigger1 = var(6) = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State BGMOFF]
type = varset
trigger1 = var(6) = 0
var(20) = 0

[State BGMOFF]
type = StopSnd
trigger1 = var(6) = 0
channel = 2;BGM

[State End]
type = changestate
trigger1 = var(6) = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ハズレの場合は攻撃食らったらここへ
[Statedef 35324]
type    = S
movetype= H
physics = N
velset = 0,0

[State pow]
type = varset
trigger1 = time = 0
var(6) = 0

[State Varset]
type = varset
trigger1 = time = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State BGMOFF]
type = varset
trigger1 = time = 0
var(20) = 0

[State BGMOFF]
type = StopSnd
trigger1 = time = 0
channel = 2;BGM

[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 = 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

;---------------------------------
[Statedef 35325];ハンマーの頭
type    = A
movetype= A
physics = N
ctrl = 0
anim = 35324;

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = 1
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

[State -2, 2nd Flash]
type = PalFX
trigger1 = root,var(15) = 1
trigger1 = Time%4 = 0
time = 2
add = 200,200,0
color = 0
[State -2, 2nd Flash]
type = PalFX
trigger1 = root,var(15) = 1
trigger1 = Time%4 = 2
time = 2
add = 128,128,0
color = 0

[State Angle]
type = angleadd
trigger1 = 1
value = 40
[State Angle]
type = Angledraw
trigger1 = 1

[State Vel]
type = velset
trigger1 = time = 0
X = ((Random%80)-40)/10.0
Y = -10.0 - ((Random%100)/10.0)

[State Veladd]
type = veladd
trigger1 = 1
Y = .25


[State SYOUKOUKEN];飛び道具　
type = hitdef
trigger1 = 1
attr = S,HA
animtype = back
getpower = 0,0
givepower = 20,20
damage = 100,10
guardflag = MA
hitflag = MA
affectteam = B;両方に当たる
pausetime = 0,2
sparkno = -1;
guard.sparkno = -1;
hitsound   = S3532,0;S5,1
guardsound = S0,7;S6,0
ground.type = low;trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4,-8
guard.velocity = -3
air.velocity = -4,-12;-7.5,-3.5
airguard.velocity = -4,-1
;air.juggle = 3
yaccel = .5
fall = 1
recover = 0
air.fall = 1
air.recover = 0
guard.kill = 0
projpriority = 3

[State end]
type = destroyself
trigger1 = vel Y > 0
trigger1 = pos Y >= 0


;------------------------------
[StateDef 35330];グランドクロス１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35332

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)
[State ]
type = playsnd
trigger1 = Time = 0
value = 3533,0;超技エフェクト
freqmul = 1.0

[State CallHELPER];当たり判定のついた透明アニメで相手を吸いこむ
Type = Helper
Trigger1 = Time = 1
HelperType = Normal
Name = "ADVGUARD Pusser Stelth Wall"
PosType = p1
Pos = 360,0
ID = 35335
StateNo = 35335
Ownpal = 1
Size.Height = 200
Size.Ground.Back = 30
SIze.Ground.Front = 30

[State CallHELPER];当たり判定のついた透明アニメで相手を吸いこむ
Type = Helper
Trigger1 = Time = 1
HelperType = Normal
Name = "ADVGUARD Pusser Stelth Wall"
PosType = p1
Pos = -360,0
ID = 35336
StateNo = 35335
Ownpal = 1
Size.Height = 200
Size.Ground.Back = 30
SIze.Ground.Front = 30



[State ***]
type = playsnd
trigger1 = Animelemtime(3) = 0
value = 0,25;ぶぅぅぅぅ〜〜〜〜〜ん
channel = 1;SE

[State ZAN]
type = Hitdef
triggerall = Animelemtime(4) >= 0
trigger1 = !movecontact
trigger2 = time%8 = 0
;id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 20,3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,8
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -16,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4002
;persistent = 0
ignorehitpause = 1
ownpal = 0;
[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,28;さあ、地獄へ落ちる時間だＺＥ
channel = 0;VC


[State BOMB];フヤジョウレッド
Type = Explod
trigger1 = animelemtime(3) = 0
trigger1 = !numexplod(35334)
anim = 35334
id = 35334;
pos = 4,0
postype = p1
sprpriority = -1
bindtime = -1
persistent = 0
ignorehitpause = 0

[State End]
type = changestate
trigger1 = time >= 160;
value = 35261
ctrl = 0
;------------------------------
[StateDef 35331];グランドクロス２
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35333

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


;------------------------------
[StateDef 65332];ﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩｴ （漆黒氏ステート）
type    = A
movetype = A
physics = N
ctrl = 0
sprpriority = 0

[State 10020, 0]
type = AfterImage
trigger1 = time = 0
time = -1
length = 20
palcolor = 256
palinvertall = 0
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 0,220,40;0  , 0  , 150
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
trans = add

[State -1]
type = StatetypeSet
trigger1 = Pos Y < 0
type = A

[State -1]
type = StatetypeSet
trigger1 = Pos Y >= 0
type = S

[State 10020, 1]
type = VelSet
trigger1 = time = 0
x = 6.4

[State 10020, 3]
type = ChangeAnim
trigger1 = time = 0
value = 35335

[State -1]
Type = VelSet
Trigger1 = animelemtime(1) = 1
Y = -10

[State -1]
Type = VelSet
Trigger1 = animelemtime(2) = 2
Y = 10

[State 10020,0]
type = VarSet
trigger1 = time = 0
trigger2 = P2Movetype != H
var(15) = 0

[State 10020,0]
type = PlaySnd
trigger1 = animelem = 3
value = S1,16;バァーン
channel = 0;VC


[State 10020, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = var(15) < 20
trigger1 = fvar(20) <= 60
attr = A, NA
animtype  = hard
damage    = 10;ceil(32*Fvar(7))
hitflag = MAFD
guardflag = MA
pausetime = 0,10
sparkno = S4002
sparkxy = -5,-45
hitsound   = S0,6
guard.sparkno = S4023
guardsound = S0,7
guard.pausetime = 0,8
guard.hittime = 14
guard.ctrltime = 14
guard.cornerpush.veloff = -1.5
ground.slidetime = 14
ground.type = High
ground.hittime  = 20-ceil(12*1.0)
ground.velocity = -2.4,(10*var(15)>=19)
air.velocity = -2.4,(10*var(15)>=19)
fall = (var(15)>=19)
air.fall = 1
air.hittime = 19
fall.recovertime = 30


[State -1]
type = PlaySnd
trigger1 = Animelem = 4
value = S0,35;着地
channel = 1;SE
ignorehitpause = 1

[State 10020,AT]
type = null;VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[State 10020, 1]
type = VarAdd
trigger1 = MoveContact
var(15) = 1
ignorehitpause = 1

[State 10020, 2]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 10020, 1]
type = PosSet
trigger1 = time = 0
trigger2 = Pos Y >= 0
trigger2 = Vel Y > 0
y = 0

[State 10020, 1]
type = ChangeState
TriggerAll = !Var(59)
trigger1 = command != "holdfwd"
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 65334
ctrl = 0


[State 10021, 1]
type = ChangeState
TriggerAll = Var(59)
triggerAll = Pos Y >= 0
triggerAll = Vel Y > 0
trigger1 = Random < 8 * Var(59) ;暫定ＡＩ動作
trigger1 = !var(15)
trigger2 = InguardDist
trigger2 = !var(15)
trigger3 = FrontEdgeBodyDist < 50
trigger3 = !var(15)
trigger4 = RoundState > 2
trigger5 = var(15) >= 20
trigger6 = Random < var(15) * Var(59)
trigger6 = var(15) = [1,20]
value = 65334
ctrl = 0
;------------------------------
[StateDef 65333];ﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩｴ （漆黒氏ステート）
type    = A
movetype = A
physics = N
ctrl = 0
sprpriority = 0

[State 10021, 0]
type = AfterImage
trigger1 = time = 0
time = -1
length = 20
palcolor = 256
palinvertall = 0
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 0,220,40;0  , 0  , 150
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
trans = add

[State -1]
type = StatetypeSet
trigger1 = Pos Y < 0
type = A

[State -1]
type = StatetypeSet
trigger1 = Pos Y >= 0
type = S

[State 10021, 1]
type = VelSet
trigger1 = time = 0
x = -6.4

[State 10021, 3]
type = ChangeAnim
trigger1 = time = 0
value = 35336

[State -1]
Type = VelSet
Trigger1 = animelemtime(1) = 1
Y = -10

[State -1]
Type = VelSet
Trigger1 = animelemtime(2) = 2
Y = 10

[State 10021,0]
type = VarSet
trigger1 = time = 0
trigger2 = P2Movetype != H
var(15) = 0


[State 10020,0]
type = PlaySnd
trigger1 = animelem = 3
value = S1,16;バァーン
channel = 0;VC


[State 10021, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = Var(3) < 20
trigger1 = fvar(20) <= 60
attr = A, NA
animtype  = hard
damage    = 10;ceil(32*Fvar(7))
hitflag = MAFD
guardflag = MA
pausetime = 0,10
sparkno = S4002
sparkxy = -5,-45
hitsound   = S0,6
guard.sparkno = S4023
guardsound = S0,7
guard.pausetime = 0,8
guard.hittime = 14
guard.ctrltime = 14
guard.cornerpush.veloff = -1.5
ground.slidetime = 14
ground.type = High
ground.hittime  = 20-ceil(12*1.0)
ground.velocity = -2.4,(10*var(15)>=19)
air.velocity = -2.4,(10*var(15)>=19)
fall = (var(15)>=19)
air.fall = 1
air.hittime = 19
fall.recovertime = 30


[State -1]
type = PlaySnd
trigger1 = Animelem = 4
value = S0,35;着地
channel = 1;SE
ignorehitpause = 1
[State -1]
type = PlaySnd
trigger1 = movehit=1
value = S0,6
channel = 1;SE
ignorehitpause = 1
[State -1]
type = PlaySnd
trigger1 = moveguarded=1
value = S0,7
channel = 1;SE
ignorehitpause = 1

[State 10021,AT]
type = null;VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1


[State 10021, 1]
type = VarSet
trigger1 = MoveHit
var(15) = 1
ignorehitpause = 1

[State 10021, 2]
type = VarSet
trigger1 = MoveGuarded
var(15) = 2
ignorehitpause = 1

[State 10021, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 10021, 1]
type = PosSet
trigger1 = time = 0
trigger2 = Pos Y >= 0
trigger2 = Vel Y > 0
y = 0

[State 10021, 1]
type = ChangeState
TriggerAll = !Var(59)
trigger1 = command != "holdback"
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 65334
ctrl = 0

[State 10021, 1]
type = ChangeState
TriggerAll = Var(59)
triggerAll = Pos Y >= 0
triggerAll = Vel Y > 0
trigger1 = Random < 12 * Var(59) ;暫定ＡＩ動作
trigger1 = var(15) != 1 || p2statetype = L
trigger2 = InguardDist
trigger2 = var(15) != 1 || p2statetype = L
trigger3 = FrontEdgeBodyDist < 50
trigger3 = var(15) != 1 || p2statetype = L
trigger4 = RoundState > 2
value = 65334
ctrl = 0
;---------------------------------------------------------------------------
;ﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩﾄﾞｩｴ
[Statedef 65334]
type = S
movetype = I
physics = S
ctrl = 0

[State 10022, -2]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 10022, -1]
type = Turn
trigger1 = time = 0
trigger1 = Anim = 35333

[State 10022, 0]
type = ChangeAnim
trigger1 = time = 0
value = 194

[State 10022, 1]
type = VelSet
trigger1 = 1
y = 0

[State 10022, 2]
type = PosSet
trigger1 = 1
y = 0

[State 10022, 3]
type = CtrlSet
trigger1 = time >= 20
value = 1

[State 10022, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;※※※※※※※※※※※※※※※※※※※※ｼｷｿﾞｸｾﾞｸｳ
[Statedef 65335]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 35337
sprpriority = -2

[State Velset]
type = Velset
trigger1 = time = 0
X = 10
[State Veladd]
type = veladd
trigger1 = time >= 10
trigger1 = vel X > 0
X = -.4
[State Velset]
type = Velset
trigger1 = vel X <= 0
X = 0

[State Voice]
Type = PlaySnd
triggerall = var(40);ボイスＯＫ
;triggerall = var(15) = 0;通常
Trigger1 = Time = 0
Value = 3533,1;ｼｷｿｸｾﾞｸｳ
Channel = 0;VC

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

[State Atari]
type = notHitby
trigger1 = (PalNo % 6) = 0;金のみ終わっても数Ｆ無敵
trigger1 = time = 0
value = SCA;,AT
time = 50
ignorehitpause = 0

[State 750, 2]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
timegap = 1
framegap = 3
length = 10
PalBright   =   0,  0,  64
PalContrast = 128,128,128
PalAdd      =   0,  0,  64
PalMul      =  1,1,1



[State 10022, 3]
type = CtrlSet
trigger1 = time >= 25
value = 1

[State turn]
type = turn
trigger1 = Time > 40;
trigger1 = p2dist X < 0
[State -1, end]
type = ChangeState
trigger1 = Time > 40;animtime = 0
value = 0
ctrl = 1

;※※※※※※※※※※※※※※※※※※※※ｼｷｿﾞｸｾﾞｸｳ
[Statedef 65336]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 35338
sprpriority = -2

[State Velset]
type = Velset
trigger1 = time = 0
X = -10
[State Veladd]
type = veladd
trigger1 = time >= 10
trigger1 = vel X < 0
X = .4
[State Velset]
type = Velset
trigger1 = vel X >= 0
X = 0

[State Voice]
Type = PlaySnd
triggerall = var(40);ボイスＯＫ
;triggerall = var(15) = 0;通常
Trigger1 = Time = 0
Value = 3533,1;ｼｷｿｸｾﾞｸｳ
Channel = 0;VC

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

[State Atari]
type = notHitby
trigger1 = (PalNo % 6) = 0;金のみ終わっても数Ｆ無敵
trigger1 = time = 0
value = SCA;,AT
time = 50
ignorehitpause = 0

[State 750, 2]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
timegap = 1
framegap = 3
length = 10
PalBright   =   0,  0,  64
PalContrast = 128,128,128
PalAdd      =   0,  0,  64
PalMul      =  1,1,1



[State 10022, 3]
type = CtrlSet
trigger1 = time >= 25
value = 1

[State turn]
type = turn
trigger1 = Time > 40;
trigger1 = p2dist X < 0
[State -1, end]
type = ChangeState
trigger1 = Time > 40;animtime = 0
value = 0
ctrl = 1

;-----
[Statedef 35335];アドバンシングで押し出すためのヘルパー
Type = S
MoveType = I
Physics = N
PowarAdd = 0
Ctrl = 0
Anim = 90000

[State turn]
Type     = Turn
Trigger1 = ParentDist X < 0

[State Posset]
Type = Posset
Trigger1 = Time = 0
Y =  0

[State Push]
Type = Playerpush
Trigger1 = Time >= 0
Value = 1

[State Velset]
Type = Velset
Trigger1 = Time = 0
X = 20

[State Velset]
Type = Velset
Trigger1 = p2bodydist X = [0,15]
X = 5

[State ***]
Type = NotHitBy
Trigger1 =1
Value = SCA,AA,AT,AP
Time = 1

[State Velset]
Type = Velset
Trigger1 = parentdist X < 10
X = 0

[State EndHELPER]
Type = DestroySelf
Trigger1 = Time >= 150
;------------------------------
[StateDef 35340];マスターグレネイド１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35342
velset = 0,0


[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(5) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(5) > 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60



;var(8) パワーチャージ値として使用
[State Varset]
type = null;varset
trigger1 = time = 0
trigger1 = !numhelper(65340);ヘルパーが無かった場合
var(8) = 1
[State Varset]
type = varset
trigger1 = time = 0
;trigger1 = numhelper(65340);ヘルパーがある場合
var(8) = floor((helper(65340),var(8))/16.0) 
;var(8) = (helper(65340),var(8)) 
[State Varset]
type = varset
trigger1 = time = 0
trigger1 = (PalNo % 6)=0 ;金の場合
var(8) = 32

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(5) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = animelemTime(5) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(5) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,24
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State ***]
type = playsnd
Trigger1 = animelemTime(5) = 1
value = 0,25;ぶぅぅぅぅ〜〜〜〜〜ん
channel = 1;SE

[State HIT]
type = Hitdef
triggerall = Animelemtime(2) = 1
trigger1 = 1;Animelemtime(5) = -1
;id = 35030;敵判定用
attr = S, HA
animtype  = Hard
damage    = 10,3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,4
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 2,-6
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = 2,-6
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .2
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 0

;ダメージ判定
;相手の飛び道具の総合ダメージを倍返しというノリなので、吸収した総合ダメージ量のX倍ダメージ…
;
[State ZAN]
type = Hitdef
triggerall = Animelemtime(5) > 0
trigger1 = !movecontact
trigger2 = time%4 = 0
;id = 35030;敵判定用
attr = S, HA;P
animtype  = Hard
damage    = floor(1.5*var(8)),3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,4
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -2*ifelse(random%2,1,-1),-30
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .9
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4002
;persistent = 0
ignorehitpause = 1
ownpal = 0;
[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State ]
type = null;playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,28;さあ、地獄へ落ちる時間だＺＥ
channel = 0;VC


[State BOMB];
Type = Explod
trigger1 = animelemtime(6) = 0
trigger1 = !numexplod(65345)
anim = 65345
id = 65345;
Scale = 1.5,1.5
pos = 8,-105
postype = p1
sprpriority = 3
bindtime = -1
persistent = 0
Removetime = 200
ignorehitpause = 0

[State BOMB];
Type = Explod
trigger1 = animelemtime(6) = 0
trigger1 = !numexplod(65346)
anim = 65346
id = 65346
Scale = 2,2
pos = 8,-155
postype = p1
sprpriority = 4
bindtime = -1
persistent = 0
Removetime = 200
ignorehitpause = 0

[State EFF];
type = explod
trigger1 = animelemtime(6) = 0
anim = 4032
id = 65346
postype = p1
Scale = 2,2
pos = 8,-105
sprpriority = 2
bindtime = -1
Removetime = 200
persistent = 0
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State -1]
Type     = EnvShake
trigger1 = animelemtime(5) > 0
trigger1 = (time%8)=0;タイミングはてきとーに。
Time     = 10
Freq     = 80
Ampl     = 3

[State End]
type = changestate
trigger1 = time >= 240;
value = 35341
ctrl = 0
;------------------------------
[StateDef 35341];マスターグレネイド２
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35343

[State End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
[StateDef 65340];マスターグレネイド チャージ用ヘルパー
type    = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65340
poweradd = 0
sprpriority = 2

[State facing]
type = turn
trigger1 = facing != (root,facing)

[State bind]
type = bindtoroot
trigger1 = 1
pos = 0, 0
ignorehitpause = 1


[State muteki]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
[State hansha]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 3
stateno = 65341

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


[State destroyself]
type = destroyself
triggerall = time >= 1
trigger1 = root,var(5) != 34;武器が無くなった


[State Clip];何か参照したいときに手軽に使う
type = DisplayToClipboard
trigger1 = 1
text = "ABSORB = %d | %d"
params = var(8),var(0)


[State flash]
type = varset
trigger1 = 1
var(0) = floor(var(8)*0.45);
[State flash]
type = varset
trigger1 = var(0)>=255
var(0) = 255;
;---------------------------------------------------------------
;吸収
[Statedef 65341]
type    = A
movetype= H;I
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
poweradd = 0

[State bind]
type = bindtoroot
trigger1 = 1
pos = 0, 0
ignorehitpause = 1

[State muteki]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 1

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

[State 200, 1];
type = null;PlaySnd
trigger1 = time = 0
value    = 2415,1;吸収
;channel = 1

;吸収処理　GetHitVar(damage)
[State Varadd]
type = varAdd
trigger1 = 1
var(8) = GetHitVar(damage)
;ダメージ処理
[State damage]
type = null;LifeAdd
trigger1 = 1
value = GetHitVar(damage)
kill = 0

[State nex]
type = changestate
trigger1 = 1
value = 65340
;------------------------------
[StateDef 35350];ウサギ１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35352
velset = 0,0


[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(3) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(3) > 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State Push]
Type = Playerpush
Trigger1 = animelemTime(8) >= 0
Value = 0

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(3) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)


[State ***]
type = playsnd
Trigger1 = animelemTime(9) = 0
value = 3535,0;
channel = 1;SE
persistent = 0

[State type]
type = Statetypeset
trigger1 = animelemtime(8) >= 0
Statetype = A
physics = N

[State HIT]
type = Hitdef
trigger1 = Animelemtime(8) = 0
trigger2 = Animelemtime(14) = 0
triggerall = time < 230
attr = S, HA
animtype  = Hard
damage    = 8,3;
getpower = 0,0
sprpriority = 1
hitflag = MAF
guardflag = MA
priority=4,Hit
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 2,0
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = ifelse((p2dist X = [30,-30]),15,20),0
air.type = low
air.velocity = 5,-2
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .48
air.fall = 1
Fall.Recover      = 0				;リカバーできるか
P2facing = 1

[State HIT]
type = Hitdef
trigger1 = Animelemtime(12) = 0
triggerall = time < 230
attr = S, HA
animtype  = Hard
damage    = 8,3;
getpower = 0,0
sprpriority = 1
hitflag = MAF
guardflag = MA
priority=4,Hit
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 2,0
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = ifelse((p2dist X = [30,-30]),-15,-20),0
air.type = low
air.velocity = -5,-2
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .48
air.fall = 1
Fall.Recover      = 0				;リカバーできるか
P2facing = -1

[State HIT]
type = Hitdef
trigger1 = time > 230
;id = 35030;敵判定用
attr = S, HA
animtype  = Hard
damage    = 18,3;
getpower = 0,0
sprpriority = 1
hitflag = MAF
guardflag = MA
priority=4,Hit
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 2,0
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -24,-4
air.type = low
air.velocity = -5,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .28
fall = 1
Fall.Recover      = 0				;リカバーできるか
P2facing = -1

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4002
;persistent = 0
ignorehitpause = 1
ownpal = 0;
[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State ]
type = null;playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,28;さあ、地獄へ落ちる時間だＺＥ
channel = 0;VC

[State Vel]
type = Velset
trigger1 = animelemtime(9) = 0
Y = -.2
persistent = 0

[State BOMB];
Type = Explod
trigger1 = animelemtime(9) = 0
trigger1 = !numexplod(35355)
anim = 35355
id = 35355;
Scale = 1.6,1.6
pos = 0,-80
postype = p1
sprpriority = 3
bindtime = -1
persistent = 0
Removetime = 250
ignorehitpause = 0
removeongethit = 1

[State EFF];
type = explod
trigger1 = animelemtime(9) = 0
anim = 4032
id = 35356
postype = p1
Scale = 2,1.5
pos = 0,10
sprpriority = -2
bindtime = 1
Removetime = 250
persistent = 0
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999



[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(3) = 6
trigger2 = time = 230;
time = 12
add = 255,255,255
color = 0

[State End]
type = changestate
trigger1 = time >= 240;
value = 35351
ctrl = 0
;------------------------------
[StateDef 35351];ウサギ２
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35353
Velset = 0,-3

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 50

[State Turn]
Type     = Turn
Trigger1 = P2Dist X < 0

[State vel]
type = veladd
trigger1 = 1
Y = .18

[State Rem]
type = removeexplod
trigger1 = numexplod(35355)
id = 35355
[State Rem]
type = removeexplod
trigger1 = numexplod(35356)
id = 35356

[State End]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52

;------------------------------
[StateDef 35360];みこ
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35362
velset = 0,0


[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(1) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(1) > 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State Push]
Type = Playerpush
Trigger1 = animelemTime(8) >= 0
Value = 0

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(1) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)


[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElemtime(8) = 0
value = 1,6;りゃっ！
channel=0;vc

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = 0,8;発射

[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 9
helpertype = Normal
name = "ONMYOU Helper"
ID = 35360
stateno = 35361
;pos =  40,-40;
pos =  52,-20;
postype = p1
facing = 1
ownpal = 1
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定
[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 9
helpertype = Normal
name = "ONMYOU Helper"
ID = 35361
stateno = 35361
;pos =  40,-40;
pos =  52,-20;
postype = p1
facing = 1
ownpal = 1
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定
[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 9
helpertype = Normal
name = "ONMYOU Helper"
ID = 35362
stateno = 35361
;pos =  40,-40;
pos =  52,-20;
postype = p1
facing = 1
ownpal = 1
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(3) = 6
trigger2 = animelemTime(16) = 2
time = 6
add = 255,255,255
color = 0

[State End]
type = changestate
trigger1 = animtime = 0
Value    = 52
;-----------------------------
;オンミョウストライク　弾ヘルパーＥＸ１
[Statedef 35361]
type    = A
movetype= A
physics = N;A
ctrl = 0
anim = 3020;
sprpriority = 3
;velset = 1.5,-8;軌道変更

[State Gravity]
type = null;veladd
trigger1 = 1;動作をバウンド型に変更
Y = .2

[State Ref]
type = velset
trigger1 = var(1) = 0;まだカウント始まっていない
X = 2
;Y = 8;-8;軌道変更
Y = -11
;IsHelper(35360)
[State Ref]
type = velset
triggerall = Ishelper(35361)
trigger1 = var(1) = 0;まだカウント始まっていない
X = 8
Y = -8
;IsHelper(35361)
[State Ref]
type = velset
triggerall = Ishelper(35362)
trigger1 = var(1) = 0;まだカウント始まっていない
X = 11
Y = -2
;IsHelper(35362)

[State Ref]
type = velmul
trigger1 = screenpos Y < 10
trigger1 = vel Y < 0
trigger2 = pos Y > -10
trigger2 = vel Y > 0
Y = -1

[State Ref]
type = velmul
trigger1 = Screenpos X < 10
trigger1 = (vel X*facing) < 0
trigger2 = Screenpos X > 315
trigger2 = (vel X*facing) > 0
X = -1

;[State Hitby]
;type = Hitby
;trigger1 = 1
;value = SCA,AP

[State 220, 4] 
type = Hitdef
trigger1 = !movecontact
trigger2 = movecontact
trigger2 = (time%8)=0
; HitDef
attr = A, SP
animtype = Light
damage    = 4,2;50,15
hitflag = MAFD;MAFP
guardflag = MA;F
guard.dist	= 60        ;相手がガード行動をとる距離
priority = 7,Dodge;最大のかき消し属性
pausetime = 5,6;3,6
sparkno = S4006
guard.sparkno = S4023
sparkxy = 0,0;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -5
air.velocity = -5,-1;5
air.juggle = 0;9
air.fall = 1
getpower  = 0

[State Timer]
type = varadd
trigger1 = 1
var(1) = 3;カウンターをセットし、一定時間経過後消滅
[State Timer]
type = varadd
trigger1 = movecontact = 1
var(1) = 350;カウンターをセットし、一定時間経過後消滅
[State Timer]
type = varadd
trigger1 = prevstateno = [5000,5020];1025
var(1) = 30;カウンターをセットし、一定時間経過後消滅

[State sousai]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AP,AA,AT;NP, SP, HP
slot = 0
stateno = 1025

[State -1]
Type        = AfterImage
Trigger1    = Time = 0;2
Time        = -1
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 220,0,0;0  , 0  , 150
;PalAdd      = 0  , 0  , 0
;PalMul      = .5 , .5 , .5
Peresistent = 1
[State -1]
Type        = AfterImagetime
trigger1 = var(1) >= 600;一定時間経過
Time        = 0

[State NextState]
Type = changeState;destroyself
;trigger1 = movecontact;当たったら
trigger1 = var(1) >= 1200;一定時間経過
trigger2 = ScreenPos X != [-200,520];画面外
;trigger3 = ScreenPos Y != [0,300]
trigger3 = Pos Y != [-600,20]
trigger4 = parent,movetype = H;ダメージ
value = 1027

;------------------------------
[StateDef 35370];うちょうてん１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35372
velset = 0,0


[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(3) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(3) > 0
Trigger1 = animelemTime(6) <= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(3) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)


[State ***]
type = playsnd
Trigger1 = animelemTime(15) = 0
value = 0,8;ばすたー
channel = 1;SE
persistent = 0


[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 15
helpertype = Normal
name = "KANAME Helper"
ID = 35370
stateno = 35372
pos =  14,-57;
postype = p1
facing = 1
ownpal = 1
supermovetime = 5
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定
[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 15
helpertype = Normal
name = "KANAME Helper"
ID = 35371
stateno = 35372
pos =  14,-57;
postype = p1
facing = 1
ownpal = 1
supermovetime = 5
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定
[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 15
helpertype = Normal
name = "KANAME Helper"
ID = 35372
stateno = 35372
pos =  14,-57;
postype = p1
facing = 1
ownpal = 1
supermovetime = 5
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3537,0;なんか回転しながら叩きつける技
channel = 0;VC


[State ]
type = playsnd
;ファングが全機撃墜された場合
triggerall = animelemtime(16) >= 0;発射後
trigger1 = !numhelper(35370) || (helper(35370),Stateno = 1027);ファング１
trigger1 = !numhelper(35371) || (helper(35371),Stateno = 1027);ファング２
trigger1 = !numhelper(35372) || (helper(35372),Stateno = 1027);ファング３
value = 3537,10;踏み込みが足りん！
channel = 0;VC
persistent = 0;一度のみ


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(3) = 6
trigger2 = time = 220;
trigger3 = time >= 70;ファング全部落とされた場合
trigger3 = !numhelper(35370);ファング１
trigger3 = !numhelper(35371);ファング２
trigger3 = !numhelper(35372);ファング３
time = 12
add = 255,255,255
color = 0

[State End]
type = changestate
trigger1 = time >= 230;
trigger2 = time >= 70
trigger2 = !numhelper(35370);ファング１
trigger2 = !numhelper(35371);ファング２
trigger2 = !numhelper(35372);ファング３
value = 35371
ctrl = 0
;------------------------------
[StateDef 35371];うちょうてん２
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35373
Velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

[State Turn]
Type     = Turn
Trigger1 = P2Dist X < 0

[State End]
Type     = ChangeState
Trigger1 = animtime = 0
Value    = 0
ctrl = 1
;------------------------------
;カナメヘルパー 初動
[Statedef 35372]
type    = A
movetype= A
physics = N;A
ctrl = 0
anim = 35375;
sprpriority = 3

[State Turn]
Type     = null;Turn
trigger1 = time = 0
Trigger1 = P2Dist X < 0

;--------------------初期速度
[State 6434, VarSet]
Type = VarSet
Trigger1 = 1
FV = 2
Value = 10

;ランダムに飛ぶようにする
;--------------------位置ランダム
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = IsHelper(35370)
var(10) = (Random%2);0-1
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = IsHelper(35371)
var(10) = (Random%2)+2;2-3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = IsHelper(35372)
var(10) = (Random%2)+4;4-5



[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 0;パターンＡ
var(11) = -80 + (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 0;パターンＡ
var(12) = -40 + (Random%4)
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 1;パターンＢ
var(11) = 80 + (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 1;パターンＢ
var(12) = -40 + (Random%4)
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 2;パターンＣ
var(11) = -70 + (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 2;パターンＣ
var(12) = -80 + (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 3;パターンＤ
var(11) = 70 + (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 3;パターンＤ
var(12) = -80 + (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 4;パターンＥ
var(11) = -10+ (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 4;パターンＥ
var(12) = -125 + (Random%4) - 2
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 5;パターンＦ
var(11) = 10+ (Random%6) - 3
[State 6431, VarRandom] 
Type = Varset
Trigger1 = Time = 0
trigger1 = var(10) = 5;パターンＦ
var(12) = -125 + (Random%4) - 2



;--------------------相手がいる場合：相手の位置を取得
[State 6434, VarSet]
Type = VarSet
trigger1 = time = 0
Trigger1 = NumEnemy > 0
FV = 3
Value = P2Dist X + var(11)

[State 6434, VarSet]
Type = VarSet
trigger1 = time = 0
Trigger1 = NumEnemy > 0
FV = 4
Value = (P2Dist Y) + var(12)

;P2dist=距離なので、毎Ｆ移動量を計測することで計算する

;--------------------相手がいる場合：相手への角度を計算
[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) > Abs(FVar(4))
FV = 5
Value = Atan(FVar(4)/FVar(3))*180/Pi

[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) <= Abs(FVar(4))
FV = 5
Value = IfElse(FVar(4)>0, 90, -90)

[State 6434, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(3) < 0
FV = 5
Value = 180

;--------------------相手がいない場合：そのままの角度を保つ
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 5
Value = -1.0;*Var(1)

;距離計算
[State length]
type = varset
trigger1 = time = 0
fvar(10) = 0.0
[State length]
type = varset
trigger1 = time = 0
fvar(11) = 0.0
[State length]
type = varadd
trigger1 = 1
fvar(10) = vel X
[State length]
type = varadd
trigger1 = 1
fvar(11) = vel Y

;--------------------速度設定
[State 6435, VelSet] 
Type = VelSet
Trigger1 = 1
X = FVar(2)*Cos(Pi*(1.0*FVar(5)/180))
Y = FVar(2)*Sin(Pi*(1.0*FVar(5)/180))

;--------------------回転の変化
[State 6435, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6435, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10
[State 6435, AngleAdd]
Type = Angleset
Trigger1 = 1
Value = -FVar(5)+90

[State Ref]
type = null;velset
trigger1 = var(1) = 0;まだカウント始まっていない
X = 2
;Y = 8;-8;軌道変更
Y = -11


[State Timer]
type = varadd
trigger1 = 1
var(1) = 3;カウンターをセットし、一定時間経過後消滅
[State Timer]
type = varadd
trigger1 = movecontact = 1
var(1) = 350;カウンターをセットし、一定時間経過後消滅
[State Timer]
type = varadd
trigger1 = prevstateno = [5000,5020];1025
var(1) = 30;カウンターをセットし、一定時間経過後消滅

[State sousai]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AP,AA,AT;NP, SP, HP
slot = 0
stateno = 1027;当たったら一撃でおちる



;消滅条件　所定位置につかないまま３秒経過
[State NextState]
Type = changeState;destroyself
trigger1 = time >= 180
value = 1027

[State NextState]
Type = null;changeState;destroyself
triggerall = time > 6
trigger1 = (Pos X*facing) >= (fvar(3) - 25)
;trigger1 = (Pos X*facing) < (fvar(3) + 25)
trigger2 = (Pos Y) <= (fvar(4) - 25)
trigger2 = (Pos Y) > (fvar(4) + 25)
value = 35373
[State NextState]
Type = changeState;destroyself
triggerall = time > 4
trigger1 = fvar(10) >= (fvar(3) - 25)
trigger1 = fvar(10) < (fvar(3) + 25)
trigger2 = fvar(11) <= (fvar(4) - 25)
trigger2 = fvar(11) > (fvar(4) + 25)
value = 35373

;------------------------------
;カナメヘルパー 射撃
[Statedef 35373]
type    = A
movetype= A
physics = N;A
ctrl = 0
;anim = 35376;
sprpriority = 3
velset = 0,0

[State Changeanim]
type = changeAnim
trigger1 = time = 0
trigger2 = time%20=0
value = 35376

;--------------------相手がいる場合：相手の位置を取得
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 3
Value = P2Dist X

[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 4
Value = (P2Dist Y)+(EnemyNear,Const(Size.Mid.Pos.Y))


;--------------------相手がいる場合：相手への角度を計算
[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) > Abs(FVar(4))
FV = 5
Value = Atan(FVar(4)/FVar(3))*180/Pi

[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) <= Abs(FVar(4))
FV = 5
Value = IfElse(FVar(4)>0, 90, -90)

[State 6434, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(3) < 0
FV = 5
Value = 180

;--------------------相手がいない場合：そのままの角度を保つ
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 5
Value = -1.0;*Var(1)


;--------------------回転の変化
[State 6435, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6435, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10
[State 6435, AngleAdd]
Type = Angleset
;Trigger1 = 1
trigger1 = AnimelemTime(1) = 0
Value =  -FVar(5)+90

[State sousai]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AP,AA,AT;NP, SP, HP
slot = 0
stateno = 1027;当たったら一撃でおちる

[State 620, 4] ;射撃
type = Projectile
trigger1 = AnimelemTime(1) = 0
projid = 35378
projanim = 35378
projhitanim = 4000;1003
projedgebound = 80
projheightbound = -400, 1
offset = 0,0
velocity = 8*Cos(Pi*(1.0*FVar(5)/180)), 8*Sin(Pi*(1.0*FVar(5)/180));扇状に散らす
; HitDef
attr = S, HP
animtype = Light
damage    = 4
getpower  = 20
givepower = 20
hitflag = MAFD
guardflag = MAF
pausetime = 4,8
sparkno = S4000
guard.sparkno = S4023
hitsound   = -1;S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.velocity = -5
air.juggle = 9
air.fall = 0
[State FIRE];
type = PlaySnd
trigger1 = AnimelemTime(1) = 0
value = 3537,1;ばすたー
channel = 1;SEチャンネル

[State NextState]
Type = changeState;destroyself
trigger1 = time = 180;３秒撃ったら突撃
value = 35374
;------------------------------
;カナメヘルパー 突撃
[Statedef 35374]
type    = A
movetype= A
physics = N;A
ctrl = 0
anim = 35377;
sprpriority = 3
velset = 0,0

;--------------------相手がいる場合：相手の位置を取得
[State 6434, VarSet]
Type = VarSet
trigger1 = time = 0
Trigger1 = NumEnemy > 0
FV = 3
Value = P2Dist X

[State 6434, VarSet]
Type = VarSet
trigger1 = time = 0
Trigger1 = NumEnemy > 0
FV = 4
Value = (P2Dist Y)+(EnemyNear,Const(Size.Mid.Pos.Y))


;--------------------相手がいる場合：相手への角度を計算
[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) > Abs(FVar(4))
FV = 5
Value = Atan(FVar(4)/FVar(3))*180/Pi

[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) <= Abs(FVar(4))
FV = 5
Value = IfElse(FVar(4)>0, 90, -90)

[State 6434, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(3) < 0
FV = 5
Value = 180

;--------------------相手がいない場合：そのままの角度を保つ
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 5
Value = -1.0;*Var(1)


;--------------------回転の変化
[State 6435, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6435, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10
[State 6435, AngleAdd]
Type = Angleset
Trigger1 = 1
Value =  -FVar(5)+90


;--------------------速度設定
[State 6435, VelSet] 
Type = VelSet
Trigger1 = 1
X = FVar(2)*Cos(Pi*(1.0*FVar(5)/180))
Y = FVar(2)*Sin(Pi*(1.0*FVar(5)/180))

[State 6434, VarAdd]
Type = Varset
Trigger1 = movecontact >= 1
FV = 2
Value = 1

[State sousai]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AP,AA,AT;NP, SP, HP
slot = 0
stateno = 1027;当たったら一撃でおちる

[State Timer]
type = varset
trigger1 = time = 0
var(1) = 3;カウンターをセットし、一定時間経過後消滅

[State 220, 4] 
type = Hitdef
trigger1 = !movecontact
trigger2 = movecontact
trigger2 = (time%4)=0
; HitDef
attr = A, HP
animtype = Light
damage    = 8,2;50,15
hitflag = MAFD;MAFP
guardflag = MA;F
guard.dist	= 60        ;相手がガード行動をとる距離
priority = 3,Dodge;最大のかき消し属性
pausetime = 5,6;3,6
sparkno = -1;S4002
guard.sparkno = S4023
sparkxy = 0,0;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -5
air.velocity = -5,-1;5
air.juggle = 0;9
air.fall = 1
getpower  = 0
[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = 0,0
ID = 31000
Anim = 4002
;persistent = 0
;ignorehitpause = 1
ownpal = 0;

[State Timer]
type = varadd
trigger1 = movecontact = 1
var(1) = 10;カウンターをセットし、一定時間経過後消滅



;消滅条件　数回命中or３秒経過
[State NextState]
Type = changeState;destroyself
trigger1 = time >= 180
trigger2 = var(1) >= 80
value = 1027

;------------------------------
[StateDef 35380];すわこ１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35382
velset = 0,0


[State -1];発動するまで無防備
Type     = NotHitBy
;Trigger1 = 1
trigger1 = animelemtime(46)=0
Value    = SCA,AA,AT,AP
Time     = 1


[State WPNSUB];強制的にゲージ全消費
type = Varset
Trigger1 = animelemTime(3) = 0
var(6) = 0

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = null;AssertSpecial
Trigger1 = animelemTime(3) > 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(3) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)


[State ***]
type = null;playsnd
Trigger1 = animelemTime(15) = 0
value = 0,8;ばすたー
channel = 1;SE
persistent = 0

[State bri]
type = varset
trigger1 = time = 0
var(15) = 256
[State bri]
type = varadd
trigger1 = time > 100
trigger1 = var(15) > 0
var(15) = -1

[State BG]
type = BGPalFX
trigger1 = animelemTime(3) > 0
time = 1
;add = 0,0,0
mul = var(15),var(15),var(15)
;sinadd = 256,256,256,10

[State 2000, 6]
type = EnvShake
trigger1 = animelemtime(46)=0
time = 300
freq = 90
ampl = -8
phase = 0

[State 750, 2]
type = AfterImage
trigger1 = animelemtime(46)=0
time = 300
trans = add1
timegap = 1
framegap = 1
length = 20
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[state -2,a];背景
type = Explod
;trigger1 = time%4=0
trigger1 = animelemtime(46)>=0
trigger1 = animelemtime(46)%4=0
anim = 35385 + random%3
id = 35385;背景側ＩＤ
facing = -1
postype = left
bindtime = -1
removetime = -2
pos = random%320,0
sprpriority = 3
pausemovetime = 99999
scale = 1,1;0.5,0.5
ownpal = 1

[State GUARD]
type = AssertSpecial
trigger1 = 1
flag = unguardable

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = time%8 = 0
trigger1 = animelemtime(46)>=0
attr = S, HP
animtype  = Hard
damage    = 45,45;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
affectteam = B;ん！？まちがったかな・・・
guard.dist	= 650        ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = -1;S4002
;sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -6,-4
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506

[State Hitspark]
type = Explod
trigger1 = movehit = 1
anim = 4002
id = 4002
postype = p1
bindtime = 1
pos = floor(p2dist X),floor(p2dist Y-(Random%60))
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
[State Gurspark]
type = Explod
trigger1 = moveguarded = 1
anim = 4023
id = 4023
postype = p1
bindtime = 1
pos = floor(p2dist X),floor(p2dist Y-(Random%60))
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999

[State Gurspark]
type = Explod
trigger1 = WINKO
trigger1 = animelemtime(46)>=0
anim = 35388
id = 35388
postype = left
bindtime = -1
pos = 0,0
scale = 1,1
sprpriority = -1
ownpal = 1
removetime = 100
pausemovetime = 99999999
supermovetime = 99999999
persistent = 0

[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(3) = 6
trigger2 = time = 610;
time = 12
add = 255,255,255
color = 0
ignorehitpause = 1


[State FIRE];
type = PlaySnd
trigger1 = animelemtime(46)>=0
trigger1 = animelemtime(46)%4=0
value = 3537,1;ばすたー
channel = 1;SEチャンネル
ignorehitpause = 1

[State End]
type = changestate
trigger1 = time >= 620;
value = 35381
ctrl = 0
;------------------------------
[StateDef 35381];すわこ２
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35383
Velset = 0,0

[State Turn]
Type     = Turn
Trigger1 = P2Dist X < 0

[State End]
Type     = ChangeState
Trigger1 = animtime = 0
Value    = 0
ctrl = 1
;---------------------------------
[Statedef 35390];39 ＵＦＯ
type    = A
movetype= A
physics = N
sprpriority = -1
ctrl = 0
anim = 35392

;ゲージの使用法が特殊
[State WPNSUB]
type = Varset
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = 3000

[State BG];タイムリミット近くになると点滅
type = PalFX
trigger1 = var(6) < 500
time = 1
add = 128,128,128
mul = 256-((Time % 16)*8),256-((Time % 16)*8),256-((Time % 16)*8)

[State GuageON]
type = Helper
Trigger1 = Time = 0
Trigger1 = var(5) != 0;武器をそうびしている状態なら
trigger1 = !Numhelper(10010);ゲージが出てなかった場合のみ
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State WPNSUB]
type = Varadd
Trigger1 = Time > 0
var(6) = -5

[State -3,noshadow];影けし
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State Pos]
type = posadd
trigger1 = time = 0
Y = Const(size.head.pos.y)

[State 4500, Helper];爆風
type = Helper
trigger1 = time = 0
helpertype = Normal
name = "BOMB"
ID = 35392
stateno = 35392
pos =  0,0;
postype = p1
facing = 1
ownpal = 1
persistent=0

[State angle]
type = Angleset
trigger1 = time=0
value = 0
[State angle]
type = AngleAdd
trigger1 = time%60=[0,29]
value = 0.4
[State angle]
type = AngleAdd
trigger1 = time%60=[30,59]
value = -0.4
[State angle]
type = AngleDraw
trigger1 = 1


[State FIRE];
type = PlaySnd
trigger1 = time = 0
value = 3539,0
channel = 3;特殊SE
loop=1

[state -2,a];ＵＦＯ
type = Explod
trigger1 = !numexplod(35393);非表示のﾄｷ
anim = 35393
id = 35393;ＵＦＯＩＤ
postype = p1
bindtime = -1
removetime = -1
pos = 0,0
sprpriority = 1
pausemovetime = 99999
scale = 1.6,1.6
ownpal = 0

[State Velset]
type = veladd
trigger1 = !Var(59);非ＡＩ時
trigger1 = command = "holdfwd"
X = 0.1
[State Velset]
type = veladd
trigger1 = !Var(59);非ＡＩ時
trigger1 = command = "holdback"
X = -0.1
[State Velset]
type = veladd
trigger1 = !Var(59);非ＡＩ時
trigger1 = command = "holddown"
Y = 0.1
[State Velset]
type = veladd
trigger1 = !Var(59);非ＡＩ時
trigger1 = command = "holdup"
Y = -0.1

[State Velset]
type = velset
trigger1 = Vel X > 2
X = 2
[State Velset]
type = velset
trigger1 = Vel X < -2
X = -2
[State Velset]
type = velset
trigger1 = Vel Y > 2
Y = 2
[State Velset]
type = velset
trigger1 = Vel Y < -2
Y = -2

[State Posset]
type = Posset
trigger1 = Pos Y > -20
Y = -20

[State turn]
type = turn
trigger1 = p2dist X < 0

[State MUTEKI];ちょっとだけ無敵
type= null;NotHitBy
trigger1 = anim = 35322
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT
[state a];ダメージ食らった場合
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 35391;終了

;発射ヘルパー
[State 4500, Helper];ヘルパー扱い
type = Helper
triggerall = time > 30
;triggerall = 1
trigger1 = command = "x"
trigger2 = Var(59);ＡＩ起動中は、ＵＦＯタイムが半分に差し掛かったあたりで発射
trigger2 = time >= 300
helpertype = Normal
name = "DRAK Helper"
ID = 65390
stateno = 65390
pos =  0,0
postype = p1
facing = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
;supermovetime = 99999
;pausemovetime = 99999
persistent = 0;一回しか撃てません

[State 210, 1]
type = PlaySnd
trigger1 = time > 30
trigger1 = time%80=0
value = 1210,10;発射サウンド
;発射
[State 620, 4] 
type = Projectile
trigger1 = time > 30
trigger1 = time%80=0
projid = 10051
projanim = 3001
projhitanim = 3010;10052
projhits = 20;var(0)
projscale = 1.2,1.2
projheightbound = -480, 0
projedgebound = 4000
projscreenbound = 4000
projstagebound = 200
projmisstime = 1
offset = 20,0
velocity = 16,0
;accel = .50,0
; HitDef
attr = S, SP
animtype = Hard
damage    = 2,1
hitflag = MAFD
guardflag = MAF
pausetime = 3,8
sparkno = S4002
guard.sparkno = S4023
hitsound   = S0,11;5,1
guardsound = S0,7;6,0
;ground.type = Low
;ground.slidetime = 24
;ground.hittime  = 24
;ground.velocity = -12
ground.type = Low;High
ground.slidetime = 24;3
guard.sparkno = -1 ;S4023
ground.hittime  = 24;20
ground.velocity = -12
airguard.velocity = -5
air.velocity = -2,-2
air.juggle = 9
;air.fall = 1
;fall = 1
;Fall.Recover      = 0				;リカバーできるか


[State Varset]
type = null;varset
trigger1 = var(6) = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State FIRE];
type = stopSnd
trigger1 = var(6) = 0
channel = 3;特殊SE

[State angle]
type = null;Angleset
trigger1 = var(6) = 0
value = 0

[State End]
type = changestate
trigger1 = var(6) = 0
value = 35391

;---------------------------------------------------------------------------
; 終了ふっとび
[Statedef 35391]
type    = A
movetype= H
physics = N
ctrl = 0

[State WPNSUB]
type = Varset
Trigger1 = Time = 0
var(6) = 0
[State Varset]
type = varset
trigger1 = var(6) = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ
[State BGMOFF]
type = varset
Trigger1 = Time = 0
var(20) = 0
[State BGMOFF]
type = StopSnd
Trigger1 = Time = 0
channel = 2;BGM
[State angle]
type = Angleset
trigger1 = time = 0
value = 0

[State FIRE];
type = stopSnd
trigger1 = time = 0
channel = 3;特殊SE

[State 4500, Helper];爆風
type = Helper
trigger1 = time = 0
helpertype = Normal
name = "BOMB"
ID = 35392
stateno = 35392
pos =  0,0;
postype = p1
facing = 1
ownpal = 1
persistent=0

[State UFO]
type = removeexplod
trigger1 = numexplod(35393)
ID = 35393

[State Pos]
type = posadd
trigger1 = time = 0
Y = -Const(size.head.pos.y);ズラした位置をもとにもどす
persistent=0

[State Pos]
type = posset
trigger1 = time = 0
trigger1 = pos Y > 0 ;上の処理の後で自分のＹ位置が地面より下だったなら
Y = -0.01;ちょっと浮かす
persistent=0

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State Velset]
type = velset
trigger1 = time = 0
X = -5
Y = -5

[State 5035, 2]
type = VelAdd
trigger1 = 1
;y = GetHitVar(yaccel)
y = 0.25


[State 5035, 3]
type = null;ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
;triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; 終了ふっとび;起爆
[StateDef 35392]
type    = S
movetype= I
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 9999
sprpriority = 2

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

;[State Angle]
;type = AngleDraw
;trigger1 = 1
;Scale = 1.5,1.5
;AngleDrawによる拡大はDosでは出来ない。

[state 4002, 1];爆風
type = explod
trigger1 = Time = 0
anim = 6000
pos = 0, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 2,2
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = -60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = -40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, -60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = 40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = 60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = 40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, 60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = -40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5

[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 17
channel = 1;SE

[State DelHelper]
type = DestroySelf
trigger1 = time >= 8

;■■■■■■■■■■■■■■■■■■■■■■■■■
;Natchel氏の霊夢のヘルパーを使用しております。
;65280　展開
;65285　追尾
;	[ヘルパー]夢想封印　初期設定
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65390]
Type = A
MoveType = A
Physics = N
Anim = 65282
SprPriority = 10

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,8;小

;--------------------諸数値初期化
[State 6430, VarSet];発射角度
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 0;Root,var(15);Var(20)

[State 6430, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State 6430, VarSet];ヒット判定
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = 0

[State 6430, VarSet];相手吹き飛び方向
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

[State 6430, VarSet];拡大率
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.15

;--------------------速度設定
[State 6430, VelSet] 
Type = VelSet
Trigger1 = Time = 0
X = 4*Cos(-Pi*(1.0*Var(1)/180))
Y = 4*Sin(-Pi*(1.0*Var(1)/180))

;--------------------回転の設定
[State 6430, AngleSet]
Type = null;AngleSet
Trigger1 = Time = 0
Value = 0
;--------------------次へ
[State 6430, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 65391

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　展開　攻撃
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;  Var(20)	グレイズエフェクトランダム
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65391]
MoveType = A

;========== 共通の処理 ==========

;--------------------エフェクトランダム
[State 6431, VarRandom] 
Type = VarRandom
Trigger1 = Time = 0
V = 20
Range = 0, 3

;--------------------相殺処理
[State 6431, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6431, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 65396
IgnoreHitPause = 1


;========== 攻撃時の処理 ==========

;--------------------攻撃設定
[State 6431, HitDef]
Type = HitDef
Trigger1 = MoveType = A
Trigger1 = Var(4) = 0
Trigger1 = !MoveContact
;hitsound   = S0,17;S5,1
guardsound = S0,7;S6,0
Persistent = 0
Attr = A, HP
HitFlag = MAF
GuardFlag = MA
AnimType = Hard
Air.AnimType = Back
;Priority = 6, Hit
Damage = Floor(4), 1
PauseTime = 0, 10
Ground.Type = High
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 22
Air.HitTime  = 80
Guard.CtrlTime = 22
Guard.Dist = 50
Ground.Velocity = -2*Var(7), -8
Guard.Velocity = -6*Var(7)
Air.Velocity = -2*Var(7),-8
AirGuard.Velocity = -3*Var(7),-4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 80
Guard.Kill = 1
HitOnce = 1
GetPower = 0, 0
GivePower = 0, 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------ヒット後処理
[State 31020, Explod]
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1


[State ]
type = playsnd
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Value    = 0,17;ひっと
channel = 0;VC

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1

[State 6431, VarSet];ヒット判定
Type = VarSet
Trigger1 = MoveType = A
Trigger1 = MoveContact
V = 4
Value = 1

[State 6431, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 65396

;========== 共通の処理 ==========

;--------------------ホーミングへ
[State 6431, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 25
Value = 65394

;--------------------速度変化
[State 6431, VelMul] 
Type = VelMul
Trigger1 = Var(2) <= 10
X = 0.96
Y = 0.96

[State 6431, VelMul] 
Type = VelMul
Trigger1 = Var(2) > 10
X = 0.88
Y = 0.88

;--------------------回転の変化
[State 6431, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6431, AngleAdd]
Type = AngleSet
Trigger1 = 1
Value = 0
[State 6431, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6431, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 6431, Trans]
Type = null;Trans
Trigger1 = 1
IgnoreHitPause = 1
Trans = Add

;--------------------拡大率増加
[State 6431, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < 1.0;0.75
FV = 1
Value = 0.10

;--------------------時間経過
[State 6431, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　展開　無力状態
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65393]
MoveType = I



;--------------------ホーミングへ
[State 6433, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 25
Value = 65394



;--------------------速度変化
[State 6433, VelMul] 
Type = VelMul
Trigger1 = Var(2) <= 10
X = 0.96
Y = 0.96

[State 6433, VelMul] 
Type = VelMul
Trigger1 = Var(2) > 10
X = 0.88
Y = 0.88

;--------------------回転の変化
[State 6433, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 6431, AngleAdd]
Type = AngleSet
Trigger1 = 1
Value = 0
[State 6431, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6433, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6433, Trans]
Type = null;Trans
Trigger1 = 1
Trans = Add

;--------------------拡大率増加
[State 6433, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < 1.0;0.75
FV = 1
Value = 0.10

;--------------------時間経過
[State 6433, VarAdd];Time
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

[State 6433, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AT,AP

;--------------------消滅条件
[State 6437, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 300
Value = 65289

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　ホーミング　初期設定
;--------------------------------------------------
;各Varについて（St6430〜6439独自）
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65394]
MoveType = A
VelSet = 0, 0


;--------------------次へ
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 65396

;--------------------速度設定
[State 6434, VarSet] 
Type = VarSet
Trigger1 = Time = 0
FV = 2
Value = 0.0

;--------------------時間初期化
[State 6434, VarSet];Time
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

;--------------------ヒット回数初期化
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 6
Value = 3;3回当たると消える
;Value = 2;2回当たると消える

;--------------------相手がいる場合：相手の位置を取得
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 3
Value = P2Dist X

[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy > 0
FV = 4
Value = (P2Dist Y)+(EnemyNear,Const(Size.Mid.Pos.Y))

;--------------------相手がいる場合：相手への角度を計算
[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) > Abs(FVar(4))
FV = 5
Value = Atan(FVar(4)/FVar(3))*180/Pi

[State 6434, VarSet]
Type = VarSet
TriggerAll = NumEnemy > 0
Trigger1 = 1000*Abs(FVar(3)) <= Abs(FVar(4))
FV = 5
Value = IfElse(FVar(4)>0, 90, -90)

[State 6434, VarAdd]
Type = VarAdd
TriggerAll = NumEnemy > 0
Trigger1 = FVar(3) < 0
FV = 5
Value = 180

;--------------------相手がいない場合：そのままの角度を保つ
[State 6434, VarSet]
Type = VarSet
Trigger1 = NumEnemy = 0
Trigger2 = NumEnemy = 1
Trigger2 = P2StateNo = 0
Trigger2 = P2Life = 0
FV = 5
Value = -1.0*Var(1)

;--------------------相手吹き飛び方向設定
[State 6434, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 7
Value = IfElse((Root,P2Dist X <0), -1, 1)

;--------------------次へ
[State 6434, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 65395

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[ヘルパー]夢想封印　ホーミング　攻撃
;--------------------------------------------------
;各Varについて
;  Var(1)	発射角度
;  Var(2)	Time
;  Var(3)	明度
;  Var(4)	ヒット判定
;  Var(6)	ヒット回数
;  Var(7)	相手吹き飛び方向
;  Var(20)	グレイズエフェクトランダム
;
; FVar(1)	拡大率
; FVar(2)	速度
; FVar(3)	相手距離X
; FVar(4)	相手距離Y
; FVar(5)	ホーミング角度
;
;------------------------------
[StateDef 65395]
MoveType = A



;========== 共通の処理 ==========

;--------------------相殺処理
[State 6435, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AP
IgnoreHitPause = 1

[State 6435, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
Stateno = 65396
IgnoreHitPause = 1

;========== 攻撃時の処理 ==========

;--------------------攻撃設定
[State 6435, HitDef]
Type = HitDef
Trigger1 = MoveType = A
Trigger1 = !MoveContact
Persistent = 0
;hitsound   = S0,17;S5,1
guardsound = S0,7;S6,0
Attr = A, HP
HitFlag = MAF
GuardFlag = MA
AnimType = Hard
Air.AnimType = Back
;Priority = 6, Hit
Damage = Floor(6), 2
PauseTime = 10, 10
Ground.Type = High
Ground.SlideTime = 60
Ground.HitTime = 80
Guard.HitTime = 22
Air.HitTime  = 80
Guard.CtrlTime = 22
Guard.Dist = 50
Ground.Velocity = -2*Var(7), -8
Guard.Velocity = -6*Var(7)
Air.Velocity = -2*Var(7),-8
AirGuard.Velocity = -3*Var(7),-4
AirGuard.CtrlTime = 20
P1SprPriority = 10
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 80
Guard.Kill = 1
HitOnce = 1
GetPower = 0, 0
GivePower = 0, 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0

;--------------------ヒット後処理

[State 31020, Explod]
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1

[State ]
type = playsnd
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumEnemy > 0
Value    = 0,17;ひっと
channel = 0;se

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveType = A
Trigger1 = MoveGuarded
Trigger1 = NumEnemy > 0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P1
Pos = Floor(0.5*P2Dist X), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
ignorehitpause = 1

[State 6435, TargetState]
Type = null;TargetState
Trigger1 = MoveType = A
Trigger1 = MoveHit
Trigger1 = NumTarget > 0
Value = 7030
Persistent = 0
IgnoreHitPause = 1

[State 6435, VarAdd];ヒット回数減少
Type = VarAdd
Trigger1 = MoveType = A
Trigger1 = MoveContact
Persistent = 0
IgnoreHitPause = 1
V = 6
Value = -1


;--------------------次へ
[State 6435, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Value = 65396

;========== 共通の処理 ==========

;--------------------速度設定
[State 6435, VelSet] 
Type = VelSet
Trigger1 = 1
X = FVar(2)*Cos(Pi*(1.0*FVar(5)/180))
Y = FVar(2)*Sin(Pi*(1.0*FVar(5)/180))

;--------------------回転の変化
[State 6435, AngleDraw]
Type = AngleDraw
Trigger1 = 1
;Scale = 0.75, 0.75

[State 6431, AngleAdd]
Type = AngleSet
Trigger1 = 1
Value = 0
[State 6431, AngleAdd]
Type = null;AngleAdd
Trigger1 = 1
Value = -10

;--------------------透過設定
[State 6435, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

;--------------------速度上昇
[State 6435, VarAdd]
Type = VarAdd
Trigger1 = FVar(2) < 3.0;20.0
FV = 2
Value = 0.1

;--------------------時間経過
[State 6435, VarAdd]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1

;--------------------消滅条件
[State 6437, ChangeState]
Type = ChangeState
Trigger1 = Var(2) = 300
Value = 65289

;----------------------------------
;ＵＦＯブラックホールボンバー　爆発開始
[StateDef 65396]
MoveType = A
anim = 35395
velset = 0,0

[State BG]
type = BGPalFX
trigger1 = time <= 150
time = 1
invertall = 1

[State 2000, 6]
type = EnvShake
trigger1 = time = 0
time = 150
freq = 90
ampl = -8
phase = 0

[State CallHELPER];当たり判定のついた透明アニメで相手を吸いこむ
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "ADVGUARD Pusser Stelth Wall"
PosType = p1
Pos = 360,0
ID = 35335
StateNo = 35335
Ownpal = 1
Size.Height = 200
Size.Ground.Back = 30
SIze.Ground.Front = 30

[State CallHELPER];当たり判定のついた透明アニメで相手を吸いこむ
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "ADVGUARD Pusser Stelth Wall"
PosType = p1
Pos = -360,0
ID = 35336
StateNo = 35335
Ownpal = 1
Size.Height = 200
Size.Ground.Back = 30
SIze.Ground.Front = 30

[State Varset]
type = varset
trigger1 = time = 0
fvar(15) = 0
[State Varset]
type = varadd
trigger1 = time <= 80
trigger1 = fvar(15) <= 2.0
fvar(15) = 0.1
[State Varset]
type = varset
trigger1 = fvar(15) > 2.0
fvar(15) = 2.0
[State Varset]
type = varadd
trigger1 = time > 80
trigger1 = fvar(15) > 0.0
fvar(15) = -0.025

[State 31020, Explod];爆発
Type = Explod
Trigger1 = time = 0
SprPriority = -3
PosType = P1
Pos = 0,0
ID = 35396
Anim = 35396
removetime = -1
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = fvar(15),fvar(15)
[State 31020, Explod];影
Type = Explod
Trigger1 = time = 0
SprPriority = -4
PosType = P1
Pos = 0,0
ID = 35396
Anim = 35397
removetime = -1
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = fvar(15),fvar(15)
[State hole]
type = modifyexplod
trigger1 = numexplod(35396)
ID = 35396
PosType = P1
Pos = 0,0
ownpal = 0;
scale = fvar(15),fvar(15)

[State ***]
type = playsnd
Trigger1 = Time = 0
value = 3539,1
;channel = 1;SE

[State ZAN]
type = Hitdef
triggerall = time <= 150
trigger1 = !movecontact
trigger2 = time%8 = 0
;id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 16,3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,8
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = -1;S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -16,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4002
;persistent = 0
ignorehitpause = 1
ownpal = 0;
[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State VC];
type = PlaySnd;ばくはつ
trigger1 = Time = 150
;value = 0,17
value = 3539,5

[state RND]
type = varset
trigger1 = 1
var(10) = random
[state RND]
type = varset
trigger1 = 1
var(11) = random
[state RND]
type = varset
trigger1 = 1
var(12) = random

[State explod];
type = Explod
trigger1 = time >= 150
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1)
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];
type = Explod
trigger1 = time >= 150
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(11)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(11)%2,-1,1),ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1)
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];
type = Explod
trigger1 = time >= 150
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(12)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(12)%2,-1,1),ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1)
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State rem]
type = removeexplod
trigger1 = time >= 150
ID = 35396
[State end]
type = destroyself
trigger1 = time >= 160

;----------------------------------------------------------------------------
;3540 ゆっくりしていってね！（アフロンさんのステートを使わせてもらっています。ありがとうございます）
[Statedef 35400]
type = A
ctrl = 0
anim = 35272
velset = -6+(random%120)*0.1,-8-(random%40)*0.1
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

[State Inv]
type = AssertSpecial
trigger1 = 1;
trigger1 = time <= 470
flag = nokoslow
flag2 = roundnotover
;---------------------[変数]
[State SW]
type = varset
trigger1 = 1
var(15) = 0
;---------------------[速度]
[state a]
type = veladd
trigger1 = 1
y = 0.5

;---------------------
[state RND]
type = varset
trigger1 = 1
var(10) = random
[state RND]
type = varset
trigger1 = 1
var(11) = random
[state RND]
type = varset
trigger1 = 1
var(12) = random
;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = time <= 10
trigger1 = time%2=0
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];
type = Explod
trigger1 = time <= 10
trigger1 = time%2=0
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(11)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(11)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];
type = Explod
trigger1 = time <= 10
trigger1 = time%2=0
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(12)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(12)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

;---------------------[]
[state a];部品
type = Helper
trigger1 = time = 0
id = 65401
name = "hom"
sprpriority = -2
pos = -7,-13
postype = p1
stateno = 65400
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];部品
type = Helper
trigger1 = time = 0
id = 65402
name = "hom"
sprpriority = -2
pos = 7,-13
postype = p1
stateno = 65400
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];部品
type = Helper
trigger1 = time = 0
id = 65403
name = "hom"
sprpriority = -2
pos = -9,-46
postype = p1
stateno = 65400
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];部品
type = Helper
trigger1 = time = 0
id = 65404
name = "hom"
sprpriority = -2
pos = 10,-46
postype = p1
stateno = 65400
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
;---------------------[効果音]

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 17

;---------------------[変数]
[state a]
type = varadd
trigger1 = time >= 500
v = 1
value = 16

[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),var(1)

[State Pos]
type = posadd
trigger1 = time = 0
Y = Const(size.head.pos.y)
persistent = 0

;---------------------[速度]
[state a]
type = velset
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[State nex]
type = changestate;地面接触後次の動作へ
trigger1 = time >= 30
trigger1 = Pos Y >= 0
value = 35401

[state a]
type = posset
trigger1 = Pos Y >= 0
y = 0

;---------------------[]
[state a]
type = angleset
trigger1 = time = 0
value = random%360

[state a]
type = angledraw
trigger1 = 1

;---------------------[]

[State end];とりあえず終了を差し込む(あとできる)
type = changestate
trigger1 = time > 256
value = 0
ctrl = 1
;---------------------------------
[Statedef 35401];スピンチャージ
type    = S
movetype= A
physics = S
ctrl = 0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

[State turn]
type = turn
trigger1 = time = 0
trigger1 = p2dist X < 0

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

[state a]
type = angleset
trigger1 = time = 0
value = 0

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;[State Vartes]
;type = varset
;trigger1 = 1
;var(6) = var(7)

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
pausemovetime = 60
removetime = 30
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
removetime = 30
supermovetime = 60
pausemovetime = 60
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
trigger1 = time = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10


[State 3000, Super A]
type = null;SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 3,-52;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)
[State flash]
type = explod
trigger1 = Time = 0
anim = 4050;
id = 4050;
postype = p1
pos = 0,0;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State Snd]
type = playsnd
trigger1 = Time = 0
value = S0,39;22;20, 0
[State Pause]
type = pause
trigger1 = Time = 0
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 600
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます


[state a]
type = changeanim;回転アニメ
trigger1 = time = 30
value = 35402

[State IKZE];
type = PlaySnd
trigger1 = Time = 0
value = 3540,10;だいじょうぶ　まだゆっくりたたかえる
channel = 0;VCチャンネル
persistent = 0
[State SPIN];
type = PlaySnd
trigger1 = Time = 30
value = 3540,0
channel = 1;SE
persistent = 0

[State Var]
type = varset
trigger1 = time = 0
var(15) = 0

[State Var]
type = varadd
;trigger1 = 1
trigger1 = time%2=0
var(15) = 1

[State 1020, 0]
type = HitDef
;triggerall = hitcount < 35
;triggerall = var(15) < 70
trigger1 = Time%5 = 0
trigger2 = Time%5 = 2
attr = S,SP
guardflag = M
hitflag = MAF
damage = ceil(20*fvar(10)),10
p2facing = 1
animtype = back
priority = 7,hit
pausetime = 0,12
sparkno = -1;S4002+ifelse(random%2,4,0)
guard.sparkno = S4023
sparkxy = -10,-70
hitsound = -1;S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.velocity = 0,-1
air.velocity = 0,-1
yaccel = .48
air.hittime = 600
fall = 1
fall.recover = 0
getpower = 100,100
givepower = 15,15
Kill = 0

[State 1800]
type           = Explod
trigger1 = movehit = 1
anim           = 4002+ifelse(random%2,4,0)
ID             = 4002
pos            = -10,-70
random	= 64,64
scale		= .5,.5
postype        = p2
sprpriority    = 4
ownpal         = 1
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 30
ID = 4010;995
postype = P1
pos = -45,0
anim = 4010;995;バスターのケムリにする
scale = 1,1;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = 500
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State Nex]
type = null;changestate
triggerall = animtime = 0
Trigger1 = !Var(59);NOAI
trigger1 = command != "holdy"
Trigger2 = Var(59);AION
trigger2 = numpartner = 0;パートナーいない
trigger2 = !movehit;後ろに命中してない場合はすぐ発射する
;現状、パートナーがいる場合はＡＩは信用してタメるようになってます
value = 35402

[State Nex]
type = varset
trigger1 = var(15) > 100
trigger1 = movehit
var(15) = 200

[State Nex]
type = changestate
trigger1 = var(15) > 100
value = 35402;ふるちゃーじ
;---------------------------------
[Statedef 35402];スピンチャージ アタック
type    = A
movetype= A
physics = N
ctrl = 0
velset = 15,-3

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0
[State CAMERA];
type = ScreenBound
trigger1 = FrontEdgeDist < 30
value = 0

[State grv]
type = veladd
trigger1 = 1
y = 0.05

[state a]
type = velset
triggerall = time > 20
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[state a]
type = posset
triggerall = time > 20
trigger1 = Pos Y >= 0
y = 0

[State SPIN];
type = PlaySnd
trigger1 = Time = 0
value = 3540,1
channel = 1;SE
persistent = 0

[State kemuri]
type = Removeexplod
trigger1 = time = 0
ID = 4010
[State 4500, Explod]
type = Explod
trigger1 = time = 0;１発だけさいごの煙
ID = 4010;995
postype = P1
pos = -45,0
anim = 4010;995;バスターのケムリにする
scale = 1,1;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

;---------------------[攻撃]
[State 640, 3]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage    = 115,15
priority = 8, Hit
guardflag = MA
getpower = 108,108
pausetime = 14,14
guard.pausetime = 12,12
sparkno = s4002
sparkxy = -10,-60
hitsound   = s0,5
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -16,-8
guard.velocity = -11
air.velocity = -2,-10
yaccel = 0.45 ;+ (var(3) - 1)*0.1
fall = 1
fall.recover = 0
ID = 600
nochainID = 9999

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
;trigger1 = var(0) = 1;エリアルふっとばし状態のとき
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

[State Next]
type = Changestate
trigger1 = frontedgedist < 30
trigger1 = Time >= 80
trigger2 = time >= 160
value = 35403
;------------------------------------------
[Statedef 35403]
type    = A
physics = N

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State Turn]
type = turn
trigger1 = Time = 0

[State Vel]
type = Velset
trigger1 = Time = 0
X = 5
Y = 0

[State Velmul]
type = null;Velmul
trigger1 = Time = 0
X = -.22

[State Pos]
type = null;Posset
trigger1 = Time = 0
;X = 300
Y = -200


[State grv]
type = gravity
trigger1 = 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

;[State 50, 1]
;type = VarSet
;trigger1 = Time = 0
;Trigger1 = Vel x = 0
;var(1) = 0

;[State 50, 1]
;type = VarSet
;triggerall = Time = 0
;Trigger1 = Vel x > 0
;Trigger2 = Vel x < 0
;var(1) = 1

[State Turn]
Type     = Turn
Trigger1 = P2Dist X < 0
Trigger1 = var(3) = 1

[State VelAdd]
Type = VelAdd
triggerall = !var(59)
Trigger1 = var(3) = 1
Trigger1 = Command = "holdback"
Trigger1 = Vel x > -1.5
X = -.05

[State VelAdd]
Type = VelAdd
triggerall = !var(59)
Trigger1 = var(3) = 1
Trigger1 = Command = "holdfwd"
Trigger1 = Vel x < 3
X = .15

[State VelAdd]
Type = VelAdd
Trigger1 = var(3) = 1
Y = -.08;-.14

[State Change]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 50
;----------------------------------------------------------------------------
;ゆっくりバラバラにされていってね！
[Statedef 65400]
type = A
ctrl = 0
anim = 35274
velset = -6+(random%120)*0.1,-6-(random%60)*0.1
movetype = I
physics = N
sprpriority = 10

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

;---------------------[変数]

;グロ回避スイッチ（このステート内）
[State SW]
type = varset
trigger1 = 1
var(15) = 0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65402);反対の手
value = 35275
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65403);足１
value = 35276
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65404);足２
value = 35277

;---------------------[速度]
[state a]
type = veladd
trigger1 = 1
y = 0.5

;---------------------[変数]
[state a]
type = varadd
trigger1 = time >= 256
v = 1
value = 16

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),var(1)

;---------------------
[state RND]
type = varset
trigger1 = 1
var(10) = random
[state RND]
type = varset
trigger1 = 1
var(11) = random
[state RND]
type = varset
trigger1 = 1
var(12) = random
;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = time <= 10
trigger1 = time%2=0
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

;---------------------[ヘルパー]

;---------------------[効果音]
;---------------------[速度]
[state a]
type = velset
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[state a]
type = posset
trigger1 = Pos Y >= 0
y = 0

;---------------------[]
[state a]
type = angleset
trigger1 = time = 0
value = random%360

[state a]
type = angledraw
trigger1 = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 256

;---------------------------------
[Statedef 35410];3541 ファイヤーブラスター
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35412;

[State WPNSUB]
type = Varadd
Trigger1 = animelemtime(6) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;[State Vartes]
;type = varset
;trigger1 = 1
;var(6) = var(7)

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemtime(6) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemtime(6) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = animelemtime(6) = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
Trigger1 = animelemtime(6) = 0
time = 50
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10


[State 3000, Super A]
type = SuperPause
Trigger1 = animelemtime(6) = 0
pos = 69,-44;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
Trigger1 = animelemtime(6) >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 600
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます


[State 4500, Explod]
type = null;Explod
trigger1 = Animelem = 19
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 2,2;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます


[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3541,10;イイ具合にこんがり焼けるよ
channel = 0;VC

[State 4500, Helper]
type = Helper
Trigger1 = animelemtime(6) >= 0
triggerall = !NumHelper(65410)
helpertype = Normal
name = "FIRE"
ID = 65410
stateno = 65410
pos =  69,-44;
postype = p1
size.xscale = 1.2
size.yscale = 3.0
facing = 1
ownpal = 1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999

[State Var];変数初期化
type = varset
trigger1 = time = 0
var(15) = 0
[State Var];変数加速
type = varadd
trigger1 = time >= 60
;var(15) = 5
var(15) = 6
[State Var];変数制限
type = varset
trigger1 = var(15) > 1000
var(15) = 1000

[State North]
type = null;VarAdd;当たったら星を奪う
trigger1 = projhittime(35010) = 1
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Return]
type = ChangeState
triggerall = time > 70;一定時間経過後
trigger1 = !var(59);非ＡＩ
trigger1 = command != "holdy";ボタンを離したか
trigger2 = var(15) >= 1000;チャージが最大になった
;trigger3以降にＡＩ用記述をするといいかも？
value = 35411

;---------------------------------
[Statedef 35411];発射開始
type    = S
movetype= A
physics = S
ctrl = 0


;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State MUTEKI];ちょっとだけ無敵
type= null;NotHitBy
trigger1 = 1
time = 3;ちょっとだけ無敵
value = SCA, AA,AT,AP

[State Return]
type = ChangeState
trigger1 = time >= 180
trigger2 = !numhelper(65410);ヘルパーが消えた
value = 35412

;---------------------------------
[Statedef 35412];発射終了
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35413;

[State remexp]
type = removeexplod
trigger1 = animtime = 0;
id = 15060

[State Return]
type = ChangeState
trigger1 = animtime = 0;アニメおわった？
value = 0;もどれ。
ctrl = 1
;---------------------------------------------------------------------------
; ファイヤー用ヘルパー１ チャージ
[Statedef 65410]
type = S
movetype = A
physics = N
sprpriority = 3;1;スパークらしきエフェクトは・・・
anim = 9999;30051;チャージアニメ
ctrl = 0
hitcountpersist = 1

[State Hit]
type = playsnd
trigger1 = time > 50
value = S3541,0
channel = 3;SE
persistent = 0

[State PalFX];ＰＡＬＦＸで色を変える
type = PalFX
trigger1 = 1
time = 2
;add = 255,32,0
add = 120,-50,-200
;mul = 255,200,128
color = 0;
pausemovetime = 99999999
supermovetime = 99999999

[State 5150, 6] ;
type = Explod
trigger1 = time > 50
trigger1 = !numexplod(30051)
anim = 30051
id = 30051
;pos = 0,0
Postype     = P1
Pos         = 0,0
vel = 0,0
ownpal = 0;1
removetime = -1
sprpriority = 3
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State Hit]
type = playsnd
trigger1 = root,var(15) = [850,1000];パワーがＭＡＸ直前
value = S3541,2
channel = 3;SE
persistent = 0

[State Nex]
type = changestate
triggerall = root,Stateno = 35411;発射ステートになった
trigger1 = root,var(15) < 1000;パワーが１０００以下
value = 65411

[State Nex]
type = changestate
triggerall = root,Stateno = 35411;発射ステートになった
trigger1 = root,var(15) >= 1000;パワーが１０００ＭＡＸ
value = 65412

[State exp]
type = removeexplod
trigger1 = root,Stateno != [35410,35419];ステートが変わってしまった
ID = 30051
[State Return]
type = destroyself
trigger1 = root,Stateno != [35410,35419];ステートが変わってしまった

;---------------------------------------------------------------------------
; ファイヤー用ヘルパー２　０〜９９９まで
[Statedef 65411]
type = S
movetype = A
physics = N
sprpriority = 3;1;スパークらしきエフェクトは・・・
anim = 9999;30051;チャージアニメ
ctrl = 0
hitcountpersist = 1

[State exp]
type = removeexplod
trigger1 = time = 0
ID = 30051

[State Var]
type = varset
trigger1 = 1
var(15) = floor(root,var(15)/100.0)
;最大1000
;1000/100 = 10

[State PalFX];ＰＡＬＦＸで色を変える
type = PalFX
trigger1 = 1
time = 2
;add = 255,32,0
add = 120,-50,-200
;mul = 255,200,128
color = 0;
pausemovetime = 99999999
supermovetime = 99999999

[State anim]
type = changeanim
trigger1 = time = 0
value = 65410 + var(15)
;value = 65419

[State 5150, 6] ;
type = null;Explod
trigger1 = time = 0
trigger1 = !numexplod(65410)
anim = 65410 + var(15)
id = 65410
;pos = 0,0
Postype     = P1
Pos         = 0,0
vel = 0,0
ownpal = 0;1
removetime = 100
sprpriority = 3
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State Hit]
type = playsnd
trigger1 = time = 0
value = S3541,1
channel = 3;SE

[State ZAN]
type = Hitdef
trigger1 = !movecontact
trigger2 = time%4 = 0
;id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 32,3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,8
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S-1;S0,16
guardsound = S-1;S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -16,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
palfx.time = 55
palfx.add = 120,-50,-200
palfx.sinadd = 60,50,50,10
palfx.color = 0
palfx.invertall = 1





[State Hit]
type = playsnd
trigger1 = movehit=1
value = S0,16
channel = 1;SE
[State Hit]
type = playsnd
trigger1 = moveguarded=1
value = S0,7
channel = 1;SE

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = 30+Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 65135
;persistent = 0
ignorehitpause = 1
ownpal = 0;
[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State exp]
type = removeexplod
trigger1 = root,Stateno != [35410,35419];ステートが変わってしまった
trigger2 = animtime = 0
ID = 30051
[State Return]
type = destroyself
trigger1 = root,Stateno != [35410,35419];ステートが変わってしまった
trigger2 = animtime = 0
;---------------------------------------------------------------------------
; ファイヤー用ヘルパー３　１０００
[Statedef 65412]
type = S
movetype = A
physics = N
sprpriority = 3;1;スパークらしきエフェクトは・・・
anim = 35415;フルパワー当たり判定
ctrl = 0
hitcountpersist = 1

[State exp]
type = removeexplod
trigger1 = time = 0
ID = 30051

[State Var]
type = varset
trigger1 = 1
var(15) = floor(root,var(15)/100.0)
;最大1000
;1000/100 = 10

[State PalFX];ＰＡＬＦＸで色を変える
type = PalFX
trigger1 = 1
time = 2
;add = 255,32,0
add = 120,-50,-200
;mul = 255,200,128
color = 0;
pausemovetime = 99999999
supermovetime = 99999999


[State 5150, 6] ;
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(65410)
anim = 3055
id = 65410
;pos = 0,0
Postype     = P1
Pos         = 80,0
vel = 0,0
ownpal = 0;1
removetime = 300
sprpriority = 3
ignorehitpause = 1
scale = 4.0,4.0
removeongethit = 1;食らったらきえます

[State -3,NOGUARD];ガード不能
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State Hit]
type = playsnd
trigger1 = time = 0
value = S3541,3
channel = 3;SE

[State ZAN]
type = Hitdef
trigger1 = !movecontact
trigger2 = time%4 = 0
;id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 16,3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,8
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S-1;S0,16
guardsound = S-1;S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -16,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
palfx.time = 55
palfx.add = 120,-50,-200
palfx.sinadd = 60,50,50,10
palfx.color = 0
palfx.invertall = 1

[State Hit]
type = playsnd
trigger1 = movehit=1
value = S0,16
channel = 1;SE
[State Hit]
type = playsnd
trigger1 = moveguarded=1
value = S0,7
channel = 1;SE

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = 30+Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 65135
;persistent = 0
ignorehitpause = 1
ownpal = 0;
[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.8*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

;p2stateno = 35052;相手に参照させるステート

[State target]
type = targetstate
trigger1 = winKO
value = 35052
persistent = 0

[State BOMB];相手がこの一撃で死ぬ場合、爆発をプラス
Type = Explod
trigger1 = WinKO
trigger1 = !numexplod(6002)
anim = 6002;はでな爆発
ID = 6002
postype = p2
pos = 30,-30
;vel = .1,0
sprpriority = 5
ownpal = 1
facing = -1
bindtime = -1
persistent = 0

[State Return]
type = changestate
trigger1 = animtime = 0
trigger2 = root,Stateno != [35410,35419];ステートが変わってしまった
value = 65413


;---------------------------------------------------------------------------
; ファイヤー用ヘルパー３・２　収束
[Statedef 65413]
type = S
movetype = A
physics = N
sprpriority = 3;1;スパークらしきエフェクトは・・・
anim = 9999
ctrl = 0
hitcountpersist = 1

[State PalFX];ＰＡＬＦＸで色を変える
type = PalFX
trigger1 = 1
time = 2
;add = 255,32,0
add = 120,-50,-200
;mul = 255,200,128
color = 0;
pausemovetime = 99999999
supermovetime = 99999999

[State var]
type = varset
trigger1 = time = 0
fvar(15) = 4.0

[State Var]
type = varadd
trigger1 = 1
fvar(15) = -0.5

[State 5150, 6] ;
type = modifyExplod
trigger1 = numexplod(65410)
id = 65410
scale = 4.0,fvar(15)

[State rem]
type = removeexplod
trigger1 = numexplod(65410)
trigger1 = floor(fvar(15)) < 0.0
id = 65410

[State Return]
type = destroyself
trigger1 = floor(fvar(15)) < 0
trigger1 = 1

;------------------------------
[StateDef 35420];ステーク１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35422
velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA
Time     = 1

[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(1) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State BG]
type = BGPalFX
Trigger1 = 1
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(1) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = animelemTime(1) = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(1) = 0
pos = 22,-70;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 600
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3542,80+(random%3);ステーク！いっけぇ！
channel = 0;VC

[State 100, 1]
type = VelSet
Trigger1 = animelemtime(2) >= 0
x = 8;6.5

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

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

[State -1]
Type        = AfterImage
Trigger1 = animelemtime(2) = 0
Time        = 46
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 0,220,40;0  , 0  , 150
;PalAdd      = 0  , 0  , 0
;PalMul      = .5 , .5 , .5
Peresistent = 1

[State -1]
Type     = PlaySnd
Trigger1 = animelemtime(2) = 0
;Value    = 0,12;s2, 1
Value    = 3542,10;DASH
Channel  = 3;SE

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
priority = 3, Hit
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1          ;？
;p1stateno = 3401       ;成功した場合の移動する１Ｐのステート
;p2stateno = 3450      ;成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか
[State 4500, Explod]
type = Explod
trigger1 = moveguarded;突撃がガードされた
ID = 4000
postype = P1
pos = 77,-29
anim = 4023;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = movehit;突撃が当たった
value = 65420;タゲをステート制御で拘束する
persistent = 0

[State Hit]
type = changestate
trigger1 = movehit;突撃が当たった
value = 35422
ctrl = 0

[State End]
type = changestate
trigger1 = time >= 70;
trigger2 = moveguarded;突撃がガードされた
value = 35421
ctrl = 0

;------------------------------
[StateDef 35421];ステーク失敗
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35423
;velset = 0,0

[State remexp]
type = removeexplod
trigger1 = animtime = 0;
id = 15060

[State End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
[StateDef 35422];ステーク串刺し
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35424
;velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA
Time     = 1

[State BG]
type = BGPalFX
Trigger1 = 1
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State -1]
Type        = AfterImagetime
trigger1 = time = 0
Time        = 0

[State Guard]
type = AssertSpecial
trigger1 = 1
flag = unguardable;このステートの攻撃はガード不能
[State 800, 1];タッグ戦時の巻き込み用
type = HitDef
Trigger1 = 1;Time = 0
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
priority = 3, Hit
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;
p1facing = 1;
p2facing = 1          ;？
;p1stateno = 3401       ;成功した場合の移動する１Ｐのステート
;p2stateno = 3450      ;成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか
[State target]
type = targetstate
triggerall = movehit;このステートの攻撃が当たった
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(2) = 0
value = 65420;タゲのモーションをひるみ状態にする
persistent = 0

[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(3) = 0
value = 65421;タゲのモーションを串刺し状態にする
persistent = 0
[State Bind]
type = targetbind;ターゲットをステークにぶっさす
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(3) >= 0
pos = 93,-68
[State 810, Grab Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 0,42;がきょおん！
persistent = 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = numtarget;ターゲットがちゃんとステークに刺さった
trigger1 = animelemtime(3) = 0
value = 3542,0
channel = 1;SE
persistent = 0

;串刺しが成功したら、失敗アニメに進ませずに次の動作へ
[State Hit]
type = changestate
trigger1 = numtarget;ターゲットがちゃんとステークに刺さった
trigger1 = animelemtime(3) = 45;３コマ目である程度時間たったら移行
value = 35423
ctrl = 0
;ターゲットがいない場合、そのまま終了動作をやっておわる
[State End]
type = changestate
triggerall = !numtarget;ターゲットがロストしている
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
[StateDef 35423];ステーク串刺しフィニッシュ
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35425;持ち上げ・フィニッシュ
;velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA
Time     = 1

[State BG]
type = BGPalFX
;Trigger1 = 1
trigger1 = animelemtime(3) < 0;炸裂直前まで
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0


[State Bind]
type = targetbind;ターゲットをステークにぶっさす
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
pos = 53,-130
[State Bind]
type = targetbind;ターゲットをステークにぶっさす
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
pos = 7,-142
[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(1) = 0
value = 65422;タゲのモーションを串刺し上向き状態にする
persistent = 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0;炸裂！
value = 3542,1;洒落にならない貫通サウンド
channel = 1;SE
persistent = 0


[State 4500, Explod]
type = Explod
trigger1 = animelemtime(2) = 20;炸裂直前
ID = 4032
postype = P1
pos = 7,-126
anim = 4032;ステーク炸裂（直前）
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;ownpal = 1
vfacing = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
trigger1 = animelemtime(3) = 0;炸裂！
ID = 65424
postype = P1
pos = 7,-136
anim = 65424;ステーク炸裂
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State FLASH]
type = AllPalFX
trigger1 = animelemtime(3) = -2;炸裂直前
time = 2
add = 255,255,255
[State FLASH]
type = AllPalFX
trigger1 = animelemtime(3) = 0;炸裂！
time = 4
invertall = 1
[State 2000, 6]
type = EnvShake
trigger1 = animelemtime(3) = 0;炸裂！
time = 60
freq = 90
ampl = -8
phase = 0
[state 4002, 1];
type = explod
trigger1 = animelemtime(3) = 20;炸裂！
anim = 6001
id = 6001
postype = p1
pos = 7,-136
ownpal = 0
bindtime = -1
ignorehitpause = 1
;ontop = 1
sprpriority = 6
facing = 1
scale = 2,2

[State Guard]
type = AssertSpecial
trigger1 = 1
flag = unguardable;このステートの攻撃はガード不能
[State STEAK!]
type = Hitdef
trigger1 = animelemtime(3) = 0;炸裂！
attr = S, HA;P
animtype  = Hard
damage    = 350,2
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,60
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0.8,-30
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = 0.8,-30
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .55
fall = 1
Fall.Recover      = 0				;リカバーできるか
;palfx.add = 256,256,256
;palfx.time = 20

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(3) >= 0;炸裂！
trigger1 = target,alive != 1;死亡確認
value = 65423;タゲが死んだら
persistent = 0

[State remexp]
type = removeexplod
triggerall = numexplod(15060)
trigger1 = animtime = 0;
trigger2 = movehit
id = 15060

[State End]
type = changestate;動作が終わったら終了
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
[StateDef 65420];ステーク刺された側１　ひるみ
Type      = S
MoveType  = H
Physics   = N
Ctrl      = 0
;Anim      = 65420
;velset = 0,0

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State anim]
type = Changeanim2;
trigger1 = time = 0
value = 65420

[State End]
type = selfstate
trigger1 = time > 500;ある程度そのまんまだったら自動的にもどる
value = 0
ctrl = 1
;------------------------------
[StateDef 65421];ステーク刺された側２　串刺し
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
sprpriority = 5
;velset = 0,0

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State anim]
type = Changeanim2;
trigger1 = time = 0
value = 65421

[State End]
type = selfstate
trigger1 = time > 500;ある程度そのまんまだったら自動的にもどる
value = 50
ctrl = 1
;------------------------------
[StateDef 65422];ステーク刺された側３　串刺し上
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
sprpriority = 5
;velset = 0,0

[state 451,6]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,1

[State anim]
type = Changeanim2;
trigger1 = time = 0
value = 65422

[State End]
type = selfstate
trigger1 = time > 500;ある程度そのまんまだったら自動的にもどる
value = 50
ctrl = 1
;------------------------------
[StateDef 65423];ステーク刺された側４　爆死
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
sprpriority = 5
;velset = 0,0

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State anim]
type = Changeanim2;
trigger1 = time = 0
value = 9999;透明

[State -1]
Type        = AfterImagetime
trigger1 = time = 0
Time        = 0

[State pos]
type = Posset
trigger1 = 1
Y = 0

[State Pal]
type = PalFX
trigger1 = !Alive
time = 1
add = 256,256,256
invertall = 0
color = 256

[State Inv]
type = AssertSpecial
trigger1 = !Alive
trigger1 = Time >= 10
flag = NoShadow
flag2 = Invisible

[State Change]
type = ChangeState
trigger1 = !Alive
trigger1 = Time >= 50
value = 5150
;------------------------------
[StateDef 35425];特殊超必　エリアルクレイモア１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 65425
velset = 0,0

[State Pow]
type = poweradd
trigger1 = time = 0
value = -2000;パワー2000消費
[State WPNSUB]
type = Varset
Trigger1 = Time = 0
Trigger1 = var(6) ;>= (3000/var(7))
var(6) = 0


[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 3000, Super A]
type = null;SuperPause
Trigger1 = Time = 0
pos = 3,-52;
anim = S4050;S***で自分のだったけ
sound = S0,40;22;20, 0
poweradd = 0;-1000
time = 45;50;停止時間 (int)
movetime = 45;50;停止無視時間 (int)
[State flash]
type = explod
trigger1 = Time = 0
anim = 4050;
id = 4050;
postype = p1
pos = 3,-52;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State Snd]
type = playsnd
trigger1 = Time = 0
value = S0,40;22;20, 0
[State Pause]
type = pause
trigger1 = Time = 0
time = 42;50;停止時間 (int)
movetime = 42;50;停止無視時間 (int)
;チェーンガンをガードしてしまうと回避不能。
;回避するにはジャンプしかない。そのために相手に８Ｆの猶予
;ロマン技。

[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,39;
channel=0;vc

[State Dash]
type = Velset
trigger1 = animelemtime(13) >= 0;突進開始
X = 6

[State VOICE];
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
value = 3542,10;DASH
channel = 3
persistent = 0
[State VOICE];
type = PlaySnd
trigger1 = AnimElemTime(13) = 0
value = 3542,11;チェーンガン
;channel = 4
persistent = 0

[State R_Effect];フォースフィールドｗ
type = explod
trigger1 = AnimElemTime(13) = 0
anim = 30042
id = 30042
postype = p1
pos = 42,-35
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = 9999
supermovetime = 9999
removeongethit = 1
removetime = -1
scale = 2,2



[State GUN];飛び道具　チェーンガン
type = projectile
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(13) % 3 = 0
ProjID = 65426
projanim = 65426;
projhitanim = -1;35015;
offset = 48,-10 - (Random%50)
velocity = 20,0
projremovetime = -1
projedgebound = 180
projstagebound = 180
attr = A,HP
animtype = Light
damage    = 1,0
GetPower = 0
givepower = 0
hitflag = MFD;空中なら当たらない
guardflag = MAF
pausetime = 4,8
sparkno = -1;S4006
guard.sparkno = -1;S4023
priority = 3;,Dodge
hitsound   = -1;
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0
air.velocity = 0
air.juggle = 9
Kill = 0

[State Hitdef]
type = Hitdef
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(13)%4=0
Attr = A,HA
Damage = 1,0
Animtype = Hard
Hitflag = MFD;空中にいれば当たらない
;GuardFlag = MA
guard.dist	= 101        ;相手がガード行動をとる距離
Priority = 3,Hit
PauseTime = 0,12
hitsound   = -1;S0,5
Sparkno = S4002
Guard.Sparkno = S4023
guardsound = S0,7
Sparkxy = -42,-35
Ground.Type = High
Ground.Hittime = 20
Air.Hittime = 20
Ground.Velocity = -6,0
Air.Velocity = -8,0
Airguard.Velocity = -6,0
Kill = 0
Fall = 0
Air.Fall = 0
Fall.Recover = 0
GetPower = 0

[State Hit]
type = playsnd
trigger1 = movehit=1
value = S0,5
channel = 1;SE
[State Hit]
type = playsnd
trigger1 = moveguarded=1
trigger2 = ProjGuardedTime(65426)=1
value = S0,7
channel = 1;SE


[State BG]
type = BGPalFX
Trigger1 = 1
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State RemExp]
type = Removeexplod
trigger1 = Time >= 120
ID = 30042

[State Next]
type = Changestate
trigger1 = movehit
trigger1 = Time >= 120
value = 35426;突撃で相手の懐へ入ったらステークを叩き込む

[State remexp]
type = removeexplod
trigger1 = time >= 120;
id = 15060
[State Next]
type = Changestate
trigger1 = Time >= 120
value = 3041;敵の懐へ入れなかったらスターダストの終了処理へ移行
;------------------------------
[StateDef 35426];特殊超必　エリアルクレイモア２　命中からステーク
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35424
;velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA
Time     = 1

[State BG]
type = BGPalFX
Trigger1 = 1
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State BG]
type = MoveHitReset
trigger1 = time = 0

[State -1]
Type        = AfterImagetime
trigger1 = time = 0
Time        = 0

[State Guard]
type = AssertSpecial
trigger1 = 1
flag = unguardable;このステートの攻撃はガード不能
[State 800, 1];タッグ戦時の巻き込み用
type = HitDef
Trigger1 = 1;Time = 0
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
priority = 3, Hit
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;
p1facing = 1;
p2facing = 1          ;？
;p1stateno = 3401       ;成功した場合の移動する１Ｐのステート
;p2stateno = 3450      ;成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか
[State target]
type = targetstate
triggerall = movehit;このステートの攻撃が当たった
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(2) = 0
value = 65420;タゲのモーションをひるみ状態にする
persistent = 0

[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(3) = 0
value = 65421;タゲのモーションを串刺し状態にする
persistent = 0
[State Bind]
type = targetbind;ターゲットをステークにぶっさす
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(3) >= 0
pos = 93,-68
[State 810, Grab Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 0,42;がきょおん！
persistent = 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = numtarget;ターゲットがちゃんとステークに刺さった
trigger1 = animelemtime(3) = 0
value = 3542,0
channel = 1;SE
persistent = 0
[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = numtarget;ターゲットがちゃんとステークに刺さった
trigger1 = animelemtime(3) = 0
value = 3542,86;もってけドロボー！大盤振る舞い！
channel = 0;VC
volume = 255

;串刺しが成功したら、失敗アニメに進ませずに次の動作へ
[State Hit]
type = changestate
trigger1 = numtarget;ターゲットがちゃんとステークに刺さった
trigger1 = animelemtime(3) = 45;３コマ目である程度時間たったら移行
value = 35427
ctrl = 0
;ターゲットがいない場合、そのまま終了動作をやっておわる
[State End]
type = changestate
triggerall = !numtarget;ターゲットがロストしている
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
[StateDef 35427];特殊超必　エリアルクレイモア３　ステーク全弾叩き込み
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 65427;持ち上げ・フィニッシュ
;velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA
Time     = 1

[State BG]
type = BGPalFX
;Trigger1 = 1
trigger1 = animelemtime(3) < 0;炸裂直前まで
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0


[State Bind]
type = targetbind;ターゲットをステークにぶっさす
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
pos = 53,-130
[State Bind]
type = targetbind;ターゲットをステークにぶっさす
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
pos = 7,-142
[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(13) < 0;最後の一突きまで
value = 65422;タゲのモーションを串刺し上向き状態にする

[State 810, Grab Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0;炸裂！
trigger2 = animelemtime(5) = 0;炸裂！
trigger3 = animelemtime(7) = 0;炸裂！
trigger4 = animelemtime(9) = 0;炸裂！
trigger5 = animelemtime(11) = 0;炸裂！
trigger6 = animelemtime(13) = 0;最後の炸裂！
value = 3542,1;洒落にならない貫通サウンド
channel = 1;SE


[State 4500, Explod]
type = Explod
trigger1 = animelemtime(2) = 20;炸裂直前
trigger2 = animelemtime(4) = 7;
trigger3 = animelemtime(6) = 7;
trigger4 = animelemtime(8) = 7;
trigger5 = animelemtime(10) = 7;
trigger6 = animelemtime(12) = 26;最後の炸裂！
ID = 4032
postype = P1
pos = 7,-126
anim = 4032;ステーク炸裂（直前）
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;ownpal = 1
vfacing = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
trigger1 = animelemtime(3) = 0;炸裂！
trigger2 = animelemtime(5) = 0;炸裂！
trigger3 = animelemtime(7) = 0;炸裂！
trigger4 = animelemtime(9) = 0;炸裂！
trigger5 = animelemtime(11) = 0;炸裂！
trigger6 = animelemtime(13) = 0;最後の炸裂！
ID = 65424
postype = P1
pos = 7,-136
anim = 65424;ステーク炸裂
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State FLASH]
type = AllPalFX
trigger1 = animelemtime(3) = -2;炸裂直前
trigger2 = animelemtime(5) = -2;
trigger3 = animelemtime(7) = -2;
trigger4 = animelemtime(9) = -2;
trigger5 = animelemtime(11) = -2;
trigger6 = animelemtime(13) = -2;最後の炸裂！
time = 2
add = 255,255,255
[State FLASH]
type = AllPalFX
trigger1 = animelemtime(3) = 0;炸裂！
trigger2 = animelemtime(5) = 0;炸裂！
trigger3 = animelemtime(7) = 0;炸裂！
trigger4 = animelemtime(9) = 0;炸裂！
trigger5 = animelemtime(11) = 0;炸裂！
trigger6 = animelemtime(13) = 0;最後の炸裂！
time = 4
invertall = 1
[State 2000, 6]
type = EnvShake
trigger1 = animelemtime(3) = 0;炸裂！
trigger2 = animelemtime(5) = 0;炸裂！
trigger3 = animelemtime(7) = 0;炸裂！
trigger4 = animelemtime(9) = 0;炸裂！
trigger5 = animelemtime(11) = 0;炸裂！
trigger6 = animelemtime(13) = 0;最後の炸裂！
time = 60
freq = 90
ampl = -8
phase = 0
[state 4002, 1];
type = explod
trigger1 = animelemtime(3) = 20;炸裂！
trigger2 = animelemtime(5) = 20;炸裂！
trigger3 = animelemtime(7) = 20;炸裂！
trigger4 = animelemtime(9) = 20;炸裂！
trigger5 = animelemtime(11) = 20;炸裂！
trigger6 = animelemtime(13) = 20;最後の炸裂！
anim = 6001
id = 6001
postype = p1
pos = 7,-136
ownpal = 0
bindtime = -1
ignorehitpause = 1
;ontop = 1
sprpriority = 6
facing = 1
scale = 2,2

[State Guard]
type = AssertSpecial
trigger1 = 1
flag = unguardable;このステートの攻撃はガード不能
[State STEAK!];５発目まではふっ飛ばさない
type = Hitdef
trigger1 = animelemtime(3) = 0;炸裂！
trigger2 = animelemtime(5) = 0;炸裂！
trigger3 = animelemtime(7) = 0;炸裂！
trigger4 = animelemtime(9) = 0;炸裂！
trigger5 = animelemtime(11) = 0;炸裂！
attr = S, HA;P
animtype  = Hard
damage    = 100,2
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,60
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0,0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = 0,0
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .55
Kill = 0
fall = 1
Fall.Recover      = 0				;リカバーできるか
;palfx.add = 256,256,256
;palfx.time = 20


[State STEAK!];６発目で横にふわっと飛ばす
type = Hitdef
trigger1 = animelemtime(13) = 0;最後の炸裂！
attr = S, HA;P
animtype  = Hard
damage    = 100,2
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,10
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 2.8,-8
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = 2.8,-8
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .25
Kill = 0
fall = 1
Fall.Recover      = 0				;リカバーできるか
;palfx.add = 256,256,256
;palfx.time = 20

[State North]
type = null;VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = animelemtime(3) >= 0;炸裂！
trigger1 = target,alive != 1;死亡確認
value = 65423;タゲが死んだら
persistent = 0

[State remexp]
type = removeexplod
triggerall = numexplod(15060)
trigger1 = animtime = 0;
trigger2 = movehit
id = 15060

[State End]
type = changestate;トドメのマスタースパークへ
trigger1 = animtime = 0
value = 35428

;------------------------------
[StateDef 35428];特殊超必　エリアルクレイモア４　ファイナルスパーク
type = S
movetype = A
physics = S
velset = 0,0
anim = 2015
;sprpriority = 1
poweradd = 0;ここでは消費させない まずは実験だんかい
juggle  = 7
ctrl = 0
hitcountpersist = 1

[State turn]
Type     = Turn
trigger1 = time = 0;相手の方向に向く
Trigger1 = P2Dist X < 0

[State 4500, NotHitBy]
type= NotHitBy
trigger1 = Time = [0,3]
time = 1
value = SCA, NA, SA, HA, NT, ST, HT

[State Chargestop]
Type = varset
trigger1 = var(1)
var(1) = 0

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 4
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 0,220,40;0  , 0  , 150
;PalAdd      = 0  , 0  , 0
;PalMul      = .5 , .5 , .5
Peresistent = 1


[State BG]
type = BGPalFX
;Trigger1 = 1
trigger1 = animelemtime(3) >= 0;
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State 4500, Explod]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;
;カットイン！
[state 4002, 1]
type = null;explod
trigger1 = animelemtime(3) = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3542,85;そーれ、いっけえええ！！
channel = 0;VC
volume = 255

[State 3000, Super A]
type = SuperPause
trigger1 = animelemtime(3) = 0
pos = 0,-40
anim = S4050;S***で自分のだったけ
sound = S0,24;22;20, 0
poweradd = 0;-1000
time = 54;停止時間 (int)
movetime = 54;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = animelemtime(3) = 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます
;[State remexp]
;type = removeexplod
;trigger1 = time = 0;
;id = 15060
;[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
;type = AssertSpecial
;trigger1 = 1
;flag = noBG ;<-- removes the stage layer
;flag = noFG ;<-- removes the lifebars and any foreground stage layers
;ignorehitpause = 1

[State -1]
Type     = ChangeState
Trigger1 = AnimTime = 0;発射直前なたら
Value    = 35429;いっかい区切る

;-----------------------
;エリアルクレイモア　マスパ発射中
[StateDef 35429]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 2016
sprpriority = -1
hitcountpersist = 1

[State BG]
type = BGPalFX
Trigger1 = 1
time = 1
;add = 0,0,0
mul = 110,110,110
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State -2,DELMAX]
type = Varset
trigger1 = Time = 0
trigger1 = var(5) = -1;MAX状態でかつ
trigger1 = var(6) > 0;var6がある
var(6) = 0

[State 4500, NotHitBy]
type= NotHitBy
trigger1 = Time = 0;>= 0
time = 30;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

[State 4500, Explod]
type = Explod
trigger1 = time = 0
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 1,1;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます

;ぼうし
[State 5150, 6] ;Dead Explod
type = Explod
trigger1 = Time = 0
anim = 2025;4028
id = 2025
;pos = 0,0
Postype     = P1
Pos         = -5,2
vel = 0,0
ownpal = 1
removetime = -1
;sprpriority = -5
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State ***]
type = playsnd
trigger1 = Time = 0
value = 0,25;ぶぅぅぅぅ〜〜〜〜〜ん
freqmul = 1.26
channel = 1;SE

[State 4500, Helper]
type = Helper
;trigger1 = AnimElem = *, = 0
trigger1 = time = 0;
helpertype = Normal
name = "Shinkuu Hadouken Beam Helper"
ID = 3013
stateno = 65428;4501
pos =  5,-55;
size.xscale = 1.6
size.yscale = 1.6
postype = p1
facing = 1
ownpal = 1
removeongethit = 1
supermovetime = 99999
pausemovetime = 99999

[State Chargestop]
Type = varset
trigger1 = var(1)
var(1) = 0

[State -1]
Type     = ChangeState
Trigger1 = Time > 160;260;300;AnimTime = 0
Value    = 65426;いっかい区切る
;-------------------------
;エリアルクレイモア　マスパ発射おわりっ
[StateDef 65426]
Type     = S
MoveType = A
Physics  = S
Ctrl     = 0
Anim     = 2017

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State -1]
Type     = NotHitBy
Trigger1 = Time <= 35
Value    = SAC
Time     = 1

[State ***]
type = stopsnd
trigger1 = Time = 0
channel = 1;SE

[State RemKemuri]
type = RemoveExplod
trigger1 = NumExplod(2025) && Time = 0
id = 2025;帽子をけしとく

[State RemHat]
type = RemoveExplod
trigger1 = NumExplod(4010) && Time = 0
id = 4010;けむりをけしとく


[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[state 451,6]
type = changestate
trigger1 = AnimTime = 0
trigger1 = backedgebodydist <= -20
value = 710
ctrl = 1


[State 4500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; エリアルクレイモア　敵爆発エフェクト
[StateDef 65427]
type    = S
movetype= I
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 9999
sprpriority = 2

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

;[State Angle]
;type = AngleDraw
;trigger1 = 1
;Scale = 1.5,1.5
;AngleDrawによる拡大はDosでは出来ない。

[state 4002, 1];爆風
type = explod
trigger1 = Time = 0
anim = 6000
pos = 0, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 2,2
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = -60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = -40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, -60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = 40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = 60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = 40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, 60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = -40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5

[State explod];
type = Explod
trigger1 = 1;
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1)
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];
type = Explod
trigger1 = 1;
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(11)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(11)%2,-1,1),ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1)
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State explod];
type = Explod
trigger1 = 1;
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(12)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(12)%2,-1,1),ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1)
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3539, 5
volume = 255
[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3539, 6
volume = 255

[State DelHelper]
type = DestroySelf
trigger1 = time >= 8

;---------------------------------------------------------------------------
;エリアルクレイモア マスパびーむ制御
[Statedef 65428]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 3;1;スパークらしきエフェクトは・・・
anim = 30080
juggle = 1
ctrl = 0
hitcountpersist = 1

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

[State Posfv_X]
type = varset
trigger1 = time = 0
fvar(0) = parentdist X;Pos X;X
[State Posfv_Y]
type = varset
trigger1 = time = 0
fvar(1) = parentdist Y;Pos Y;Y

[State 4501, PosSet]
type = PosSet
trigger1 = 1;parent, facing = 1
x = parent, Pos X - (fvar(0) * parent, facing)
y = parent, Pos Y - fvar(1)
ignorehitpause = 1

;[State 4501, PosSet]
;type = PosSet
;trigger1 = parent, facing = -1
;x = parent, Pos X - 35
;y = parent, Pos Y - 40
;ignorehitpause = 1

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/190.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1


[State Clip];何か参照したいときに手軽に使う
type = DisplayToClipboard
trigger1 = 1
text = "at = %f "
params = fvar(10);,  helper(3013),Hitcount

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
trigger3 = (parent, StateNo != 35429)
attr = A, HP
animtype  = Hard
damage    = ceil(12*fvar(10)),ceil(4*fvar(10));かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 507        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
;sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -22,-20
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -22,-20
YAccel            = .8
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
Kill = ifelse((parent, StateNo != 35429),1,0);ビームでは死なず、最後の一押しで1ダメを別記述で与える
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506
[State Hitspark]
type = Explod
trigger1 = movehit = 1
anim = 4002
id = 4002
postype = p2
bindtime = 1
pos = 10,-floor(30+(Random%60))
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
[State Gurspark]
type = Explod
trigger1 = moveguarded = 1
anim = 4023
id = 4023
postype = p2
bindtime = 1
pos = 10,-floor(30+(Random%60))
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = S
;trigger2 = enemyNear, StateType = C
;x = -15

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = L
;x = -4

[State PalFX]
type = PalFX
;triggerall = var(1) >= 30
;triggerall = var(1) <= 100
trigger1 = Time % 2;TimeMod = 2,0
trigger1 = (Time + 11) % 32 != 0;
time = 2;目にやさしくしたい時は値を２にした上で下の魔砲虹のownpalを０にしてください
;add = 128,128,128
;mul = 128,64,256;256-((Time % 16)*8),256-(((Time + 11) % 32)*8),256-(((Time + 22) % 32)*8)
;color = 0;グレースケール
color = 96;色彩うすめに。

[State R_Effect];魔砲虹
type = explod
trigger1 = Time = 8
anim = 30085
id = 30032
postype = p1
pos = 0,-6
ownpal = 0;目にやさしくしたいときは0に
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermovetime = -1
removeongethit = 1
removetime = -1
scale = 1,1

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 4500, Helper];爆風
type = Helper
trigger1 = numtarget
trigger1 = parent, StateNo != 35429
helpertype = Normal
name = "BOMB"
ID = 65427
stateno = 65427
postype = p2
pos = 10,-floor(30+(Random%60))
facing = 1
ownpal = 1
persistent=0

[State Beamend]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = parent, StateNo != 35429
value = ceil(-100*fvar(10))-1
kill = 1;このダメでトドメをさせる
absolute = 0;1
persistent = 0;１回だけ１ダメを与える

[State North]
type = parentVarAdd;当たったら星を奪う
trigger1 = parent, StateNo != 35429
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1
[State North]
type = parentVarAdd;当たったら星を奪う
trigger1 = parent, StateNo != 35429
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1
[State North]
type = parentVarAdd;一気に３つ
trigger1 = parent, StateNo != 35429
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = parent, StateNo != 35429
trigger1 = target,alive != 1;死亡確認
value = 65423;タゲが死んだら
persistent = 0

[State ***]
type = playsnd
triggerall = numtarget;ターゲットが存在している
trigger1 = parent, StateNo != 35429
trigger1 = target,alive != 1;死亡確認
trigger1 = Anim = 30081
trigger1 = Animtime = 0
value = 3542,98;リボルビング・バンカー！
persistent = 0
volume = 255

[State Beamend]
type = changeanim
trigger1 = parent, StateNo != 35429
trigger1 = Anim = 30080
value = 30081

[State Beamend]
type = Removeexplod
trigger1 = parent, StateNo != 35429
ID = 30032

[State ***]
type = playsnd
trigger1 = parent, StateNo != 35429
trigger1 = Anim = 30081
trigger1 = Animelem = 1
value = 0,0

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = parent, StateNo != 35429;4500;本体の動作がおわたら消滅
trigger1 = Anim = 30081
trigger1 = Animtime = 0
;trigger2 = !AnimTime
;------------------------------
[StateDef 35430];フフフ・・・　準備〜発射
Type      = S
;MoveType  = A
MoveType  = I;あえて攻撃モーションにしない
Physics   = N
Ctrl      = 0
Anim      = 35432
velset = 0,0

[State Z-TON]
Type      = StateTypeSet
Triggerall  = time = 0
trigger1  = enemy(0),name != "Z-TON";相手にゼットンがいない場合のみ
trigger2  = numenemy > 1;敵一人以上
trigger2  = enemy(1),name != "Z-TON";相手にゼットンがいない場合のみ
MoveType = A;MOVETYPEをAにする（相手ＡＩの超反応バリヤーを封じるためこういう処置に）

[State Pandon];「ピアノ協奏曲 イ短調 第1楽章」や「ピロロロロロロロ」を強制終了させるｗ
type = STOPSND
Triggerall = time = 0
trigger1 = enemy(0),name = "PANDON";相手にパンドンがいた場合のみ
trigger2 = numenemy > 1;敵一人以上
trigger2 = enemy(1),name = "PANDON";相手にパンドンがいた場合のみ
trigger3 = numpartner
trigger3 = partner,name = "PANDON";味方にパンドンがいた場合も
trigger4 = enemy(0),name = "Z-TON";相手にゼットンがいた場合のみ
trigger5 = numenemy > 1;敵一人以上
trigger5 = enemy(1),name = "Z-TON";相手にゼットンがいた場合のみ
trigger6 = numpartner
trigger6 = partner,name = "Z-TON";味方にゼットンがいた場合も
channel = -1

;ビーム色設定
[State Color]
type = Varset
triggerall = time = 0
trigger1  = 1;条件なし
var(15) = 2;Ｒ−ＧＵＮパワード（ＯＧ）の黄
[State Color]
type = Varset
triggerall = time = 0
trigger1  = enemy(0),name = "PANDON";相手にパンドンがいた場合
trigger2  = numenemy > 1;敵一人以上
trigger2  = enemy(1),name = "PANDON";相手にパンドンがいた場合
trigger3  = enemy(0),name = "astranalent";相手にアストラナガンがいた場合
trigger4  = numenemy > 1;敵一人以上
trigger4  = enemy(1),name = "astranalent";相手にアストラナガンがいた場合
trigger5  = enemy(0),name = "DIS ASTRANAGANT";相手にアストラナガンがいた場合
trigger6  = numenemy > 1;敵一人以上
trigger6  = enemy(1),name = "DIS ASTRANAGANT";相手にアストラナガンがいた場合
var(15) = 1;Ｒ−ＧＵＮパワード（作戦〜α３）の緑
[State Color]
type = Varset
triggerall = time = 0
trigger1  = enemy(0),name = "Z-TON";相手にゼットンがいた場合
trigger2  = numenemy > 1;敵一人以上
trigger2  = enemy(1),name = "Z-TON";相手にゼットンがいた場合
trigger3  = enemy(0),name = "R-1";相手にＲ−１がいた場合
trigger4  = numenemy > 1;敵一人以上
trigger4  = enemy(1),name = "R-1";相手にＲ−１がいた場合
trigger5  = enemy(0),name = "R-2";相手にＲ−２がいた場合
trigger6  = numenemy > 1;敵一人以上
trigger6  = enemy(1),name = "R-2";相手にＲ−２がいた場合
trigger7  = enemy(0),name = "R-3";相手にＲ−３がいた場合
trigger8  = numenemy > 1;敵一人以上
trigger8  = enemy(1),name = "R-3";相手にＲ−３がいた場合
var(15) = 0;すっぴんＲ−ＧＵＮの青 （「さらばウルトラマン」or「裏切りの銃口」）

[State -1];発動中無敵
Type     = NotHitBy
Triggerall = animelemTime(3) < 0;暗転以前も条件つきで無敵
trigger1 = enemy(0),name = "PANDON";相手にパンドンがいた場合
trigger2 = numenemy > 1;敵一人以上
trigger2 = enemy(1),name = "PANDON";相手にパンドンがいた場合
trigger3 = numpartner
trigger3 = partner,name = "PANDON";味方にパンドンがいた場合
trigger4 = enemy(0),name = "Z-TON";相手にゼットンがいた場合
trigger5 = numenemy > 1;敵一人以上
trigger5 = enemy(1),name = "Z-TON";相手にゼットンがいた場合
trigger6 = numpartner
trigger6 = partner,name = "Z-TON";味方にゼットンがいた場合
Value    = SCA,AA,AT,AP
Time     = 1

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(3) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(3) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(3) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(3) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
;time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)
time = 362;停止時間 (int)
movetime = 362;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
Trigger1 = animelemTime(3) >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 2000
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます


[State BGMON]
type = varset
Trigger1 = animelemTime(3) = 0
var(20) = 1
[State -3,STOPBGM HELPER]
type = Helper
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State BGM]
type = PlaySnd
Trigger1 = animelemTime(3) = 0
value = 3543,10;輝け！スーパーヒーロー
channel = 2;BGM


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(5) = -11
time = 12
add = 255,255,255
color = 0
;[State -2, 2nd Flash]
;type = allPalFX
;trigger1 = animelemTime(5) = 60
;time = 11
;add = 255,255,255
;color = 0
[State -2, 2nd Flash]
type = EnvColor
trigger1 = animelemTime(5) = 60
value = 255, 255, 255
time = 11

[state 4002, 1];Ｒ−ＧＵＮパーツ　頭
type = explod
trigger1 = animelemTime(5) = 30
anim = 65430
ID = 65430
postype = p1
pos = -2, -80 -360
vel = 0,12;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 4
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65430
postype = p1
pos = -2, -80
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　左腕
type = explod
trigger1 = animelemTime(5) = 30
anim = 65432
ID = 65431
postype = p1
pos = 20 +360, -56
vel = -12, 0;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 4
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65431
postype = p1
pos = 20, -56
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　右腕
type = explod
trigger1 = animelemTime(5) = 30
anim = 65433
ID = 65432
postype = p1
pos = -31 -360, -56
vel = 12, 0;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 4
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65432
postype = p1
pos = -31, -56
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　胴体
type = explod
trigger1 = animelemTime(5) = 30
anim = 65434
ID = 65433
postype = p1
pos = 6 +360, -50 +120
vel = -12, -4;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
;120/30 = 4
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 5
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65433
postype = p1
pos = 6, -50
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー手前
type = explod
trigger1 = animelemTime(5) = 30
anim = 65435
ID = 65434
postype = p1
pos = -26 -360, -66 -240
vel = 12, 8;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
;240/30 = 8
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 5
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65434
postype = p1
pos = -26, -66
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー奥
type = explod
trigger1 = animelemTime(5) = 30
anim = 65435
ID = 65435
postype = p1
pos = 14 +360, -66 -240
vel = -12, 8;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
;240/30 = 8
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = -1
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65435
postype = p1
pos = 14, -66
vel = 0,0

[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65430
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65431
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65432
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65433
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65434
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65435

[State ***]
type = null;playsnd
Trigger1 = animelemTime(15) = 0
value = 0,8;ばすたー
channel = 1;SE
persistent = 0

[State ***]
type = playsnd
trigger1 = animelemTime(5) = 60
value = 3543,5;ガッキィン
channel = 1;SE
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(7) = 0
value = 3543,6;カシャン
channel = 3;SE
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(14) = 0
value = 3542,10;スラスター
channel = 3;SE
volume = -128
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(21) = 0
value = 3543,1;バスターキャノンチャージ
channel = 1;SE
volume = 128
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(22) = 0
value = 3543,2;バスターキャノン発射
channel = 1;SE
volume = 128
persistent = 0
[State flash]
type = explod;目の部分にフラッシュさせる
trigger1 = animelemTime(11) = 0
anim = 4004;
id = 4004;
postype = p1
pos = -1,-38;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State flash]
type = explod
trigger1 = animelemTime(21) = 0
anim = 4050;
id = 4050;
postype = p1
pos = 74,-23;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State slaster]
type = explod
trigger1 = animelemTime(14) = 0
anim = 1101;アッパーのエフェクト
id = 1101;
postype = p1
pos = -16,-20;
ontop = 1
facing = ifelse(facing != -1,1,-1)
bindtime = 24
Removetime = 24
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
[State slaster]
type = explod
trigger1 = animelemTime(14) = 0
anim = 1101;アッパーのエフェクト
id = 1101;
postype = p1
pos = 12,-20;
ontop = 1
facing = ifelse(facing != -1,1,-1)
bindtime = 24
Removetime = 24
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
[State うふふ]
type = explod
trigger1 = animelemTime(21) = 0
anim = 65436;
id = 65436;
postype = p1
pos = 0,-48;
ontop = 1
facing = ifelse(facing != -1,1,-1)
Removetime = 80
supermovetime = 80
pausemovetime = 80
persistent = 0
scale = 0.5,0.5

[State Velset];上昇
type = velset
trigger1 = animelemTime(13) = 0
X = 0
Y = -1.2
[State Velset];停止
type = velset
trigger1 = animelemTime(21) = 0
X = 0
Y = 0

[State YOGA]
type = LifeAdd
trigger1 = animelemTime(21) = 0
Kill = 0;このダメでは死なない
Value = -300;けっこうこたえる

[State 4500, Helper]
type = Helper
trigger1 = animelemTime(22) = 0
helpertype = Normal
name = "METAL DESTROYER"
ID = 35430 + var(15);メタルジェノサイダー用カラー判別
stateno = 35432;メタルジェノサイダー
pos = 90,-25;
postype = p1
size.xscale = 2.0
size.yscale = 2.0
facing = 1
ownpal = 1
removeongethit = 1
supermovetime = 99999
pausemovetime = 99999

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3543,0;華麗に変身！
channel = 0;VC
volume = 255
[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemTime(21) = 0
value = 1,30;うふふ・・・
channel = 0;VC
volume = 255
[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemTime(22) = 0
value = 1,16;
channel = 0;VC
volume = 255

[State next]
Type     = ChangeState
trigger1 = animtime = 0
Value    = 35431
ctrl = 0

;------------------------------
[StateDef 35431];フフフ・・・　終了
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
Anim      = 35433
velset = 0,0

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA

[State Turn]
Type     = Turn
trigger1 = animelemtime(2) >= 0
Trigger1 = P2Dist X < 0

[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemtime(9) = -5
trigger2 = animelemtime(10) = -5
time = 6
add = 255,255,255
color = 0

[State 4500, Helper];爆風
type = Helper
trigger1 = animelemtime(9) = -1
helpertype = Normal
name = "BOMB"
ID = 35392
stateno = 35392
pos =  3,-49;
postype = p1
facing = 1
ownpal = 1
persistent=0


[state a];Ｒ−ＧＵＮパーツ　頭部
type = Helper
trigger1 = animelemtime(9) = -1
id = 65430
name = "parts"
sprpriority = 4
pos = -2, -80
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　左腕
type = Helper
trigger1 = animelemtime(9) = -1
id = 65431
name = "parts"
sprpriority = 4
pos = 20, -56
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　右腕
type = Helper
trigger1 = animelemtime(9) = -1
id = 65432
name = "parts"
sprpriority = -1
pos = -31, -56
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　胴体
type = Helper
trigger1 = animelemtime(9) = -1
id = 65433
name = "parts"
sprpriority = 4
pos = 6, -50
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー手前
type = Helper
trigger1 = animelemtime(9) = -1
id = 65434
name = "parts"
sprpriority = 5
pos = -26, -66
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー奥
type = Helper
trigger1 = animelemtime(9) = -1
id = 65435
name = "parts"
sprpriority = -2
pos = 14, -66
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State vel]
type = veladd
trigger1 = animelemtime(10) >= 0
Y = .18

[State BGMOFF]
type = varset
trigger1 = Animelemtime(9) = 0
var(20) = 0

[State BGMOFF]
type = StopSnd
trigger1 = Animelemtime(9) = 0
channel = 2;BGM

[State End]
Type     = ChangeState
trigger1 = animelemtime(10) >= 0
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52
ctrl = 0
;---------------------------------------------------------------------------
;フフフ・・・ ビーム用ヘルパー（攻撃判定もこちらで行う）
[Statedef 35432]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3;1;スパークらしきエフェクトは・・・
anim = 30035
juggle = 1
ctrl = 0
hitcountpersist = 1

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

[State Parent]
type = varset
trigger1 = time = 0
var(0) = parent,stateno

[State Posfv_X]
type = varset
trigger1 = time = 0
fvar(0) = parentdist X;Pos X;X
[State Posfv_Y]
type = varset
trigger1 = time = 0
fvar(1) = parentdist Y;Pos Y;Y

[State 4501, PosSet]
type = null;PosSet
trigger1 = 1;parent, facing = 1
x = parent, Pos X - (fvar(0) * parent, facing)
y = parent, Pos Y - fvar(1)
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = -fvar(0),-fvar(1)
ignorehitpause = 1

;[State 4501, PosSet]
;type = PosSet
;trigger1 = parent, facing = -1
;x = parent, Pos X - 35
;y = parent, Pos Y - 40
;ignorehitpause = 1

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = null;varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/80.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1

;ゼットン判別
[State Init]
type = Varset
trigger1 = time = 0
var(15) = 0;通常であれば一撃フラグはOFF
[State Z-TON]
type = Varset
triggerall = time = 0
trigger1  = enemy(0),name = "Z-TON";相手にゼットンがいた場合
trigger2  = numenemy > 1;敵一人以上
trigger2  = enemy(1),name = "Z-TON";相手にゼットンがいた場合
trigger3  = enemy(0),name = "PANDON";相手にパンドンがいた場合
trigger4  = numenemy > 1;敵一人以上
trigger4  = enemy(1),name = "PANDON";相手にパンドンがいた場合
var(15) = 1;一撃フラグが立つ

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = var(15) = 0
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = A, HP
animtype  = Hard
damage    = ceil(9*fvar(10)),ceil(6*fvar(10));かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = ifelse(time >=175 ,1,0)
guard.Kill = ifelse(time >=175 ,1,0)
;p2stateno = 4506

;アタリ判定（対ゼットン、パンドン）
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = var(15) = 1
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = A, HT
animtype  = Hard
damage    = 99 + ifelse(time >=175 ,99999999,1),ceil(6*fvar(10));クリーンヒットした場合のみ一撃必殺する
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
p2stateno = ifelse(time >=175,35434,35433)
Kill = ifelse(time >=175 ,1,0)
guard.Kill = ifelse(time >=175 ,1,0)


;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = S
;trigger2 = enemyNear, StateType = C
;x = -15

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = L
;x = -4

[State PalFX]
type = PalFX
trigger1 = IsHelper(35430);メタルジェノサイダー用カラー・無印
trigger1 = 1
time = 1
add = 0,0,255;無印Ｒ−ＧＵＮバージョン
color = 0;
ignorehitpause = 1
[State PalFX]
type = PalFX
trigger1 = IsHelper(35431);メタルジェノサイダー用カラー・パワード（α）
trigger1 = 1
time = 1
add = 0,255,0;パワードバージョン（スーパーヒーロー作戦〜α１〜α３）
color = 0;
ignorehitpause = 1
[State PalFX]
type = PalFX
trigger1 = IsHelper(35432);メタルジェノサイダー用カラー・パワード（ＯＧ）
trigger1 = 1
time = 1
add = 255,160,0;パワードバージョン（ＯＧ２〜）
mul = 180,180,150
color = 0;
ignorehitpause = 1

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4003;真空波動ヒット
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = 1.6,1.6

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 4500, Helper];爆風
type = Helper
trigger1 = numtarget
trigger1 = parent, StateNo != var(0)
helpertype = Normal
name = "BOMB"
ID = 65427
stateno = 65427
postype = p2
pos = 10,-floor(40+(Random%20))
facing = 1
ownpal = 1
persistent=0

[State beamend]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = parent, StateNo != var(0)
value = ceil(-100*fvar(10))
kill = 1;このダメでトドメをさせる
absolute = 0;1
persistent = 0;１回だけ１ダメを与える

;[State Z-TON]
;type = TargetLifeAdd
;triggerall = numtarget
;triggerall = parent, StateNo != var(0)
;trigger1 = target,name = "Z-TON";ゼットン（初代）だった場合
;trigger2 = target,name = "PANDON";パンドンだった場合
;value = 99999999;一撃必殺
;kill = 1;このダメでトドメをさせる
;absolute = 1
;persistent = 0;１回だけ１ダメを与える
;ちょっとこのやりかたでは必殺できない模様

[State North]
type = parentVarAdd;当たったら星を奪う
trigger1 = parent, StateNo != var(0)
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = parent, StateNo != var(0)
trigger1 = target,alive != 1;死亡確認
value = 65423;タゲが死んだら
persistent = 0


[State Beamend]
type = changeanim
trigger1 = parent, StateNo != var(0)
trigger1 = Anim = 30035
value = 30031

[State Beamend]
type = Removeexplod
trigger1 = parent, StateNo != var(0)
ID = 30032

[State ***]
type = playsnd
trigger1 = parent, StateNo != var(0)
trigger1 = Anim = 30031
trigger1 = Animelem = 1
value = 0,0

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = parent, StateNo != var(0);4500;本体の動作がおわたら消滅
trigger1 = Anim = 30031
trigger1 = Animtime = 0
;trigger2 = !AnimTime
;------------------------------
[StateDef 35433];フフフ・・・　特定キャラ用（その場で拘束）
Type      = U
MoveType  = H
Physics   = N
Ctrl      = 0
velset = 0,0

[State Pandon];「ピアノ協奏曲 イ短調 第1楽章」を強制終了させるｗ
type = STOPSND
trigger1 = name = "PANDON"
channel = 7

[State Z-TON];「ピロロロロロロロ」を無理やり停止させるｗ
type = STOPSND
trigger1 = name = "Z-TON"
channel = 0
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 1
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 2
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 3
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 4
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 5
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 6
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 7
[State Z-TON];
type = STOPSND
trigger1 = name = "Z-TON"
channel = 8

[state 505, end]
type = changeanim
trigger1 = time = 0
value = 5030

[State target]
type = changestate
trigger1 = alive != 1;死亡確認
value = 65423;タゲが死んだら
persistent = 0

[State End]
type = selfstate
trigger1 = time > 500;ある程度そのまんまだったら自動的にもどる
value = 0
ctrl = 1
;------------------------------
[StateDef 35434];フフフ・・・　特定キャラ用（必殺）
Type      = U
MoveType  = H
Physics   = N
Ctrl      = 0
velset = 0,0

[state 505, end]
type = changeanim
trigger1 = time = 0
value = 5030

[State -2, 2nd Flash]
type = PalFX
trigger1 = 1
time = 2
add = 255,255,255
color = 0

[state 250, lifeadd]
type = lifeset
trigger1 = RoundState >= 0
value = 0

[State target]
type = changestate
trigger1 = time > 10;
trigger1 = alive != 1;死亡確認
value = 65423;タゲが死んだら
persistent = 0

[State End]
type = selfstate
trigger1 = time > 500;ある程度そのまんまだったら自動的にもどる
value = 0
ctrl = 1

;------------------------------
[StateDef 65430];フフフ・・・　Ｒ−ＧＵＮパーツパージ用
type = A
ctrl = 0
anim = 35274
velset = -6+(random%120)*0.1,-6-(random%60)*0.1
movetype = I
physics = N
sprpriority = 10

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

;---------------------[変数]

[State SW]
type = varset
trigger1 = 1
var(15) = 0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65430);頭部
value = 65431
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65431);左腕
value = 65432
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65432);右腕
value = 65433
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65433);胴体
value = 65434
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65434);ランチャー１
value = 65435
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(65435);ランチャー２
value = 65435

;---------------------[速度]
[state a]
type = veladd
trigger1 = 1
y = 0.5

;---------------------[変数]
[state a]
type = varadd
trigger1 = time >= 256
v = 1
value = 16

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),var(1)

;---------------------
[state RND]
type = varset
trigger1 = 1
var(10) = random
[state RND]
type = varset
trigger1 = 1
var(11) = random
[state RND]
type = varset
trigger1 = 1
var(12) = random
;---------------------[エフェクト]
[State explod];
type = Explod
trigger1 = time <= 10
trigger1 = time%2=0
anim = 6000
id = 65270
sprpriority = 4
postype = p1
facing = ifelse(var(10)%2,1,-1);1
pos = 0,0
vel = ifelse(var(10)%7=4,0,-5+(random%100)*0.1)*ifelse(var(10)%2,-1,1),-1;-10
accel = 0,0;.4
bindtime = 1
supermove = 0
under = 0
scale = 1.5,1.5

;---------------------[ヘルパー]

;---------------------[効果音]
;---------------------[速度]
[state a]
type = velset
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[state a]
type = posset
trigger1 = Pos Y >= 0
y = 0

;---------------------[]
[state a]
type = angleset
trigger1 = time = 0
value = random%360

[state a]
type = angledraw
trigger1 = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 256

;------------------------------
[StateDef 65435];Ｒ−ＧＵＮガンナー　準備〜発射
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35435
poweradd = -1000
Sprpriority = 3
velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
;Trigger1 = animelemTime(3) >= 0
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State WPNSUB]
type = null;Varadd
Trigger1 = animelemTime(3) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(3) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
;time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)
time = 342;停止時間 (int)
movetime = 342;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
Trigger1 = animelemTime(3) >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 2000
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State -2, 2nd Flash]
type = BGPalFX
trigger1 = animelemTime(3) >= 0
trigger1 = animelemTime(21) < 0;発射まで
time = 1
mul = 128,128,128
color = 0
[State -2, 2nd Flash]
type = BGPalFX
trigger1 = animelemTime(21) >= 0;発射
time = 1
;mul = 128,128,128
;color = 0
invertall = 1

[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(5) = -11;変身
trigger2 = animelemTime(20) = -6;ガンナー搭乗
time = 12
add = 255,255,255
color = 0
;[State -2, 2nd Flash]
;type = allPalFX
;trigger1 = animelemTime(5) = 60
;time = 11
;add = 255,255,255
;color = 0
[State -2, 2nd Flash]
type = EnvColor
trigger1 = animelemTime(5) = 60
value = 255, 255, 255
time = 11

[state 4002, 1];Ｒ−ＧＵＮパーツ　頭
type = explod
trigger1 = animelemTime(5) = 30
anim = 65430
ID = 65430
postype = p1
pos = -2, -80 -360
vel = 0,12;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 4
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65430
postype = p1
pos = -2, -80
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　左腕
type = explod
trigger1 = animelemTime(5) = 30
anim = 65432
ID = 65431
postype = p1
pos = 20 +360, -56
vel = -12, 0;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 4
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65431
postype = p1
pos = 20, -56
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　右腕
type = explod
trigger1 = animelemTime(5) = 30
anim = 65433
ID = 65432
postype = p1
pos = -31 -360, -56
vel = 12, 0;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 4
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65432
postype = p1
pos = -31, -56
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　胴体
type = explod
trigger1 = animelemTime(5) = 30
anim = 65434
ID = 65433
postype = p1
pos = 6 +360, -50 +120
vel = -12, -4;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
;120/30 = 4
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 5
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65433
postype = p1
pos = 6, -50
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー手前
type = explod
trigger1 = animelemTime(5) = 30
anim = 65435
ID = 65434
postype = p1
pos = -26 -360, -66 -240
vel = 12, 8;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
;240/30 = 8
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 5
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65434
postype = p1
pos = -26, -66
vel = 0,0
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー奥
type = explod
trigger1 = animelemTime(5) = 30
anim = 65435
ID = 65435
postype = p1
pos = 14 +360, -66 -240
vel = -12, 8;30Fかけてパーツを飛来させるので・・・　放す距離は360くらいと仮定し　360/30 = 12
;240/30 = 8
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = -1
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツをとめる
type = modifyexplod
trigger1 = animelemTime(5) = 60
ID = 65435
postype = p1
pos = 14, -66
vel = 0,0

[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65430
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65431
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65432
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65433
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65434
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(6) = 0
ID = 65435

[state 4002, 1];ＡＭガンナー
type = explod
trigger1 = animelemTime(12) = 0
anim = 65437
ID = 65437
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
removetime = -1;240
ignorehitpause = 1
sprpriority = -1;5
pausemovetime = 9999
supermovetime = 9999
facing = 1
scale = 1,1
[State parts];演出パーツを消す
type = Removeexplod
trigger1 = animelemTime(20) = 0
ID = 65437

[State ***]
type = null;playsnd
Trigger1 = animelemTime(15) = 0
value = 0,8;ばすたー
channel = 1;SE
persistent = 0

[State ***]
type = playsnd
trigger1 = animelemTime(5) = 60
value = 3543,5;ガッキィン
channel = 1;SE
[State ***]
type = playsnd
trigger1 = animelemTime(7) = 0
value = 3543,6;カシャン
channel = 3;SE
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(14) = 0
value = 3542,10;スラスター
channel = 3;SE
volume = -128
persistent = 0

[State ***]
type = playsnd
trigger1 = animelemTime(20) = 0
value = 3543,5;ガッキィン
channel = 3;SE
[State ***]
type = playsnd
trigger1 = animelemTime(20) = 0
value = 3542,0;重力衝撃砲チャージ
channel = 1;SE
volume = 128
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(21) = 0
value = 3543,60;重力衝撃砲
channel = 1;SE
volume = 128
persistent = 0

[State flash]
type = explod;目の部分にフラッシュさせる
trigger1 = animelemTime(11) = 0
anim = 4004;
id = 4004;
postype = p1
pos = -1,-38;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0

[State flash];４門フラッシュさせる
type = explod
trigger1 = animelemTime(20) = 0
anim = 4050;
id = 4050;
postype = p1
pos = 63,-90;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State flash];４門フラッシュさせる
type = explod
trigger1 = animelemTime(20) = 0
anim = 4050;
id = 4050;
postype = p1
pos = 44,-80;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State flash];４門フラッシュさせる
type = explod
trigger1 = animelemTime(20) = 0
anim = 4050;
id = 4050;
postype = p1
pos = 59,-66;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State flash];４門フラッシュさせる
type = explod
trigger1 = animelemTime(20) = 0
anim = 4050;
id = 4050;
postype = p1
pos = 40,-51;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0

[State slaster]
type = explod
trigger1 = animelemTime(14) = 0
anim = 1101;アッパーのエフェクト
id = 1101;
postype = p1
pos = -16,-20;
ontop = 1
facing = ifelse(facing != -1,1,-1)
vel = -0.5,-2
bindtime = 1
Removetime = 24
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
[State slaster]
type = explod
trigger1 = animelemTime(14) = 0
anim = 1101;アッパーのエフェクト
id = 1101;
postype = p1
pos = 12,-20;
ontop = 1
facing = ifelse(facing != -1,1,-1)
vel = -0.5,-2
bindtime = 1
Removetime = 24
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5

[State 4500, Helper]
type = Helper
trigger1 = animelemTime(21) = 0
helpertype = Normal
name = "AM GUNNER"
ID = 65437
stateno = 65437;ＡＭガンナー
pos = 85,-70;
postype = p1
size.xscale = 2.0
size.yscale = 2.0
facing = 1
ownpal = 1
removeongethit = 1
supermovetime = 99999
pausemovetime = 99999

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3543,0;華麗に変身！
channel = 0;VC
volume = 255

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemTime(10) = 0
value = 3543,50;Ｇ・インパクトキャノン！
channel = 0;VC
volume = 255
[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemTime(20) = 0
value = 3543,51;ハイ・ツインランチャー！
channel = 0;VC
volume = 255
[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemTime(21) = 40
value = 3543,52;いけえっ！
channel = 0;VC
volume = 255

[State next]
Type     = ChangeState
trigger1 = animtime = 0
Value    = 65436
ctrl = 0

;------------------------------
[StateDef 65436];Ｒ−ＧＵＮガンナー　終了
Type      = S
MoveType  = I
Physics   = N
Ctrl      = 0
Anim      = 35436
velset = 0,0

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State 31020, Explod];
Type = Explod
trigger1 = animelemtime(2) = 0
sprpriority = 6
PosType = P1
Pos = 0,0
ID = 65438
Anim = 65438;
removetime = -2
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 1,1
pausemovetime = 9999
supermovetime = 9999

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA

[State Turn]
Type     = null;Turn
trigger1 = animelemtime(2) >= 0
Trigger1 = P2Dist X < 0

[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemtime(8) = -5
trigger2 = animelemtime(8) = 62
time = 6
add = 255,255,255
color = 0

[State 4500, Helper];爆風
type = Helper
trigger1 = animelemtime(8) = -1
helpertype = Normal
name = "BOMB"
ID = 35392
stateno = 35392
pos =  3,-49;
postype = p1
facing = 1
ownpal = 1
persistent=0


[state a];Ｒ−ＧＵＮパーツ　頭部
type = Helper
trigger1 = animelemtime(8) = -1
id = 65430
name = "parts"
sprpriority = 4
pos = -2, -80
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　左腕
type = Helper
trigger1 = animelemtime(8) = -1
id = 65431
name = "parts"
sprpriority = 4
pos = 20, -56
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　右腕
type = Helper
trigger1 = animelemtime(8) = -1
id = 65432
name = "parts"
sprpriority = -1
pos = -31, -56
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　胴体
type = Helper
trigger1 = animelemtime(8) = -1
id = 65433
name = "parts"
sprpriority = 4
pos = 6, -50
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー手前
type = Helper
trigger1 = animelemtime(8) = -1
id = 65434
name = "parts"
sprpriority = 5
pos = -26, -66
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 4002, 1];Ｒ−ＧＵＮパーツ　ハイツインランチャー奥
type = Helper
trigger1 = animelemtime(8) = -1
id = 65435
name = "parts"
sprpriority = -2
pos = 14, -66
postype = p1
stateno = 65430
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State End]
Type     = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Ｒ−ＧＵＮガンナー ビーム用ヘルパー（攻撃判定もこちらで行う）
[Statedef 65437]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 6;1;スパークらしきエフェクトは・・・
anim = 35437
juggle = 1
ctrl = 0
hitcountpersist = 1

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State Parent]
type = varset
trigger1 = time = 0
var(0) = parent,stateno

[State Posfv_X]
type = varset
trigger1 = time = 0
fvar(0) = parentdist X;Pos X;X
[State Posfv_Y]
type = varset
trigger1 = time = 0
fvar(1) = parentdist Y;Pos Y;Y

[State 4501, PosSet]
type = null;PosSet
trigger1 = 1;parent, facing = 1
x = parent, Pos X - (fvar(0) * parent, facing)
y = parent, Pos Y - fvar(1)
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = -fvar(0),-fvar(1)
ignorehitpause = 1

;[State 4501, PosSet]
;type = PosSet
;trigger1 = parent, facing = -1
;x = parent, Pos X - 35
;y = parent, Pos Y - 40
;ignorehitpause = 1

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = null;varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/80.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1

[State Init]
type = Varset
trigger1 = time = 0
var(15) = 0;

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = var(15) = 0
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = A, HP
animtype  = Hard
damage    = ceil(4*fvar(10)),ceil(2*fvar(10));かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = ifelse(time >=235 ,1,0)
guard.Kill = ifelse(time >=235 ,1,0)
;p2stateno = 4506


[State PalFX]
type = PalFX
;trigger1 = IsHelper(35432);
trigger1 = animelemtime(15) < 0;特定タイミングまで黄色にする
time = 1
;add = 255,255,0;
add = 255,160,0;ハイ・ツインランチャー
mul = 180,180,150
color = 0;
ignorehitpause = 1
[State PalFX]
type = null;PalFX
;trigger1 = IsHelper(35431);
trigger1 = animelemtime(15) >= 0;特定タイミングから色変更
time = 1
add = 0,255,0;混合ビーム
color = 0;
ignorehitpause = 1

[State ***]
type = playsnd
trigger1 = animelemtime(15) = 0;特定タイミングから色変更
value = 3543,61;重力衝撃砲
channel = 1;SE
volume = 128
persistent = 0

[State 31020, Explod];フィニッシュビーム
Type = Explod
trigger1 = animelemtime(15) >= 0;特定タイミングから色変更
trigger1 = !numexplod(35437)
sprpriority = 5
PosType = P1
Pos = 28,0
ID = 35437
Anim = 3055;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 2.0,2.0
pausemovetime = 9999
supermovetime = 9999
[State remove]
type = removeexplod
trigger1 = parent, StateNo != var(0)
ID = 35437


[State scale]
type = varset
trigger1 = time = 0
fvar(20) = 1.0;xscale
[State scale]
type = varset
trigger1 = time = 0
fvar(21) = 1.0;yscale
[State scale]
type = null;varadd
trigger1 = animelemtime(15) >= -8;特定タイミングから色変更
fvar(20) = -0.1;xscale
[State scale]
type = varadd
trigger1 = animelemtime(15) >= -8;特定タイミングから色変更
fvar(21) = -0.1;yscale


;座標
;pos = 85,-70;
[State 31020, Explod];ビーム１　ハイツイン手前
Type = Explod
Trigger1 = time = 0
sprpriority = 6
PosType = P1
Pos = -10,-10
ID = 30030
Anim = 30030;マスパのビーム使用
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = fvar(20),fvar(21)
pausemovetime = 9999
supermovetime = 9999
removetime = -1
bindtime = -1
[State modify]
type = modifyexplod
trigger1 = numexplod(30030)
ID = 30030
PosType = P1
Pos = -10,-10
scale = fvar(20),fvar(21)

[State 31020, Explod];ビーム２　ハイツイン奥
Type = Explod
Trigger1 = time = 0
sprpriority = 5
PosType = P1
Pos = 10,-20
ID = 30031
Anim = 30030;マスパのビーム使用
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = fvar(20),fvar(21)
pausemovetime = 9999
supermovetime = 9999
removetime = -1
bindtime = -1
[State modify]
type = modifyexplod
trigger1 = numexplod(30031)
ID = 30031
PosType = P1
Pos = 10,-20
scale = fvar(20),fvar(21)

[State 31020, Explod];ビーム３　Ｇインパクト手前
Type = Explod
Trigger1 = time = 0
sprpriority = 7
PosType = P1
Pos = -18,19
ID = 30032
Anim = 35438;重力ビーム使用
ignorehitpause = 1
ownpal = 1;パレットの影響を受けない
scale = fvar(20),fvar(21)
pausemovetime = 9999
supermovetime = 9999
removetime = -1
bindtime = -1
[State modify]
type = modifyexplod
trigger1 = numexplod(30032)
ID = 30032
PosType = P1
Pos = -18,19
scale = fvar(20),fvar(21)

[State 31020, Explod];ビーム４　Ｇインパクト奥
Type = Explod
Trigger1 = time = 0
sprpriority = 4
PosType = P1
Pos = 2,4
ID = 30033
Anim = 35438;重力ビーム使用
ignorehitpause = 1
ownpal = 1;パレットの影響を受けない
scale = fvar(20),fvar(21)
pausemovetime = 9999
supermovetime = 9999
removetime = -1
bindtime = -1
[State modify]
type = modifyexplod
trigger1 = numexplod(30033)
ID = 30033
PosType = P1
Pos = 2,4
scale = fvar(20),fvar(21)

[State remexp]
type = removeexplod
trigger1 = numexplod(30030)
trigger1 = fvar(21) <= 0.0
ID = 30030
[State remexp]
type = removeexplod
trigger1 = numexplod(30031)
trigger1 = fvar(21) <= 0.0
ID = 30031
[State remexp]
type = removeexplod
trigger1 = numexplod(30032)
trigger1 = fvar(21) <= 0.0
ID = 30032
[State remexp]
type = removeexplod
trigger1 = numexplod(30033)
trigger1 = fvar(21) <= 0.0
ID = 30033

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4003;真空波動ヒット
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = 1.6,1.6

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 4500, Helper];爆風
type = Helper
trigger1 = numtarget
trigger1 = parent, StateNo != var(0)
helpertype = Normal
name = "BOMB"
ID = 65427
stateno = 65427
postype = p2
pos = 10,-floor(40+(Random%20))
facing = 1
ownpal = 1
persistent=0

[State beamend]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = parent, StateNo != var(0)
value = ceil(-100*fvar(10))
kill = 1;このダメでトドメをさせる
absolute = 0;1
persistent = 0;１回だけ１ダメを与える

[State North]
type = parentVarAdd;当たったら星を奪う
trigger1 = parent, StateNo != var(0)
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = parent, StateNo != var(0)
trigger1 = target,alive != 1;死亡確認
value = 65423;タゲが死んだら
persistent = 0

[State 31020, Explod];フィニッシュビーム
Type = Explod
trigger1 = parent, StateNo != var(0)
sprpriority = 2
PosType = P1
Pos = 26,0
ID = 30031
Anim = 30031;
removetime = -2
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 2.0,2.0
pausemovetime = 9999
supermovetime = 9999

[State Beamend]
type = changeanim
trigger1 = parent, StateNo != var(0)
trigger1 = Anim = 35437
value = 30031

[State Beamend]
type = null;Removeexplod
trigger1 = parent, StateNo != var(0)
ID = 30032

[State ***]
type = playsnd
trigger1 = parent, StateNo != var(0)
trigger1 = Anim = 30031
trigger1 = Animelem = 1
value = 0,0

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = parent, StateNo != var(0);4500;本体の動作がおわたら消滅
trigger1 = Anim = 30031
trigger1 = Animtime = 0
;trigger2 = !AnimTime


;------------------------------
[StateDef 35440];サイコブラスター　準備〜発射
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35442
velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(1) = 1
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(1) >= 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(1) = 1
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(1) = 1
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(1) = 1
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 52;停止時間 (int)
movetime = 52;停止無視時間 (int)
;time = 60;停止時間 (int)
;movetime = 60;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
Trigger1 = animelemTime(1) >= 1
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 2000
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(5) = -11
time = 12
add = 255,255,255
color = 0

[State ***]
type = null;playsnd
Trigger1 = animelemTime(15) = 0
value = 0,8;ばすたー
channel = 1;SE
persistent = 0


[State ***]
type = playsnd
trigger1 = animelemTime(6) = 0
value = 3544,10;MAPW
channel = 1;SE
volume = 128
persistent = 0

[State Velset];上昇
type = velset
trigger1 = animelemTime(5) = 0
X = 0
Y = -2.2
[State Velset];停止
type = velset
trigger1 = animelemTime(5) = 10
X = 0
Y = 0


[State 4500, Helper]
type = Helper
trigger1 = animelemTime(6) = 0
trigger1 = !numhelper(35440)
helpertype = Normal
name = "MAPW"
ID = 35440
stateno = 35442;サイコブラスター
pos = 0,-50
postype = p1
size.xscale = 1.0
size.yscale = 1.0
facing = 1
ownpal = 1
removeongethit = 1
supermovetime = 99999
pausemovetime = 99999
[State PalFX]
type = PalFX
trigger1 = numhelper(35440);1
time = 1
add = 255,42,84;サイコブラスター
color = 0;
ignorehitpause = 1

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3544,0;ココがＭＡＰＷの使いどころ！
channel = 0;VC
volume = 255

[State next]
Type     = ChangeState
trigger1 = animtime = 0
Value    = 35441
ctrl = 0

;------------------------------
[StateDef 35441];サイコブラスター　終了
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
Anim      = 35443
velset = 0,0

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA

[State Turn]
Type     = Turn
trigger1 = animelemtime(1) >= 0
Trigger1 = P2Dist X < 0

[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemtime(2) = -5
time = 6
add = 255,255,255
color = 0

[State vel]
type = veladd
trigger1 = animelemtime(2) >= 0
Y = .18

[State End]
Type     = ChangeState
trigger1 = animelemtime(10) >= 0
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52
ctrl = 0
;---------------------------------------------------------------------------
;サイコブラスター　エフェクト用ヘルパー
[Statedef 35442]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = -2;
;anim = 65440
anim = 35444;最適化のため番号変更
juggle = 1
ctrl = 0
hitcountpersist = 1

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State Parent]
type = varset
trigger1 = time = 0
var(0) = parent,stateno

[State Posfv_X]
type = varset
trigger1 = time = 0
fvar(0) = parentdist X;Pos X;X
[State Posfv_Y]
type = varset
trigger1 = time = 0
fvar(1) = parentdist Y;Pos Y;Y

[State 4501, PosSet]
type = null;PosSet
trigger1 = 1;parent, facing = 1
x = parent, Pos X - (fvar(0) * parent, facing)
y = parent, Pos Y - fvar(1)
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = -fvar(0),-fvar(1)
ignorehitpause = 1

;[State 4501, PosSet]
;type = PosSet
;trigger1 = parent, facing = -1
;x = parent, Pos X - 35
;y = parent, Pos Y - 40
;ignorehitpause = 1

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = null;varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/80.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1

[State Init]
type = Varset
trigger1 = time = 0
var(15) = 0;
[State time]
type = Varadd
trigger1 = 1
var(15) = 1;
ignorehitpause = 0

[State 31020, Explod];フィールド
Type = Explod
;trigger1 = time = 0
trigger1 = !numexplod(35444)
sprpriority = -2
PosType = P1
Pos = 0,0
ID = 35444
Anim = 35444;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 1.0,1.0
pausemovetime = 9999
supermovetime = 9999
[State remove]
type = removeexplod
trigger1 = parent, StateNo != var(0)
ID = 35444
[State 31020, Explod];フィールド
Type = Explod
trigger1 = parent, StateNo != var(0)
sprpriority = 5
PosType = P1
Pos = 0,0
ID = 35445
Anim = 35445
removetime = -2
bindtime = -1
ignorehitpause = 1
persistent = 0
ownpal = 0;パレットの影響を受ける
scale = 1.0,1.0
pausemovetime = 9999
supermovetime = 9999

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = TimeMod = 8,0
attr = A, HP
animtype  = Hard
damage    = ceil(12*fvar(10)),ceil(6*fvar(10));かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,9
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -1.2 * ifelse(P2Dist X < 0,-1,1),-9
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -1.2 * ifelse(P2Dist X < 0,-1,1),-9
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 1;ifelse(var(15) >=225 ,1,0)
guard.Kill = 1;ifelse(var(15) >=225 ,1,0)
;p2stateno = 4506


[State PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 225,0,10;サイコブラスター
color = 0;
ignorehitpause = 1

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4002;
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = 1.2,1.2

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;


[State 4500, Explod]
type = null;Explod
trigger1 = time >= 20
trigger1 = time % 10 = 0
ID = 65424
postype = P1
pos = 0,84
random = 240,0
anim = 65424;ステーク炸裂
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
sprpriority = -2
;ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State Beamend]
type = changeanim
trigger1 = parent, StateNo != var(0)
trigger1 = Anim = 35444
value = 35445

[State Beamend]
type = null;Removeexplod
trigger1 = parent, StateNo != var(0)
ID = 30032

[State ***]
type = playsnd
trigger1 = parent, StateNo != var(0)
trigger1 = Anim = 35445
trigger1 = Animelem = 1
value = 0,0

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = parent, StateNo != var(0);4500;本体の動作がおわたら消滅
trigger1 = Anim = 35445
trigger1 = Animtime = 0
;trigger2 = !AnimTime


;---------------------------------------------------------------------------
; クロスマッシャーヘルパー　ノーマル（ガード貫通なし）
[Statedef 35443];最適化のため番号変更
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 3;1;スパークらしきエフェクトは・・・
;anim = 65442
anim = 35446;最適化のため番号変更
juggle = 1
ctrl = 0
hitcountpersist = 1

[State -2, 1st Blue]
type = PalFX
trigger1 = 1
time = 1;3
add = 0,0,256
color = 0

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State PosVar];へるぱーのVarに情報をいれる
type = Varset
trigger1 = parent,Stateno = 225
var(0) = (var(1) := 50)+(var(2) := 44)

[State PosVar];へるぱーのVarに情報をいれる
type = Varset
trigger1 = parent,Stateno = 425
var(0) = (var(1) := 50)+(var(2) := 36)

[State PosVar];へるぱーのVarに情報をいれる
type = Varset
trigger1 = parent,Stateno = 625
var(0) = (var(1) := 50)+(var(2) := 56)

[State 4501, PosSet]
type = PosSet
trigger1 = time < 15
trigger1 = parent, facing = 1
x = parent, Pos X + var(1)
y = parent, Pos Y - var(2)
ignorehitpause = 1

[State 4501, PosSet]
type = PosSet
trigger1 = time < 15
trigger1 = parent, facing = -1
x = parent, Pos X - var(1)
y = parent, Pos Y - var(2)
ignorehitpause = 1

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/80.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1


[State 31020, Explod];レーザー
Type = Explod
;trigger1 = time = 0
trigger1 = !numexplod(35446)
sprpriority = 3
PosType = P1
Pos = 0,0
ID = 35446
Anim = 35446;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 1.0,1.0
pausemovetime = 9999
supermovetime = 9999
[State 31020, Explod];リングエフェクト１
Type = Explod
;trigger1 = time = 0
trigger1 = !numexplod(35447)
sprpriority = 5
PosType = P1
Pos = 0,0
ID = 35447
Anim = 35447;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1;パレットの影響を受けない
scale = 1.0,1.0
pausemovetime = 9999
supermovetime = 9999
[State 31020, Explod];リングエフェクト１
Type = Explod
;trigger1 = time = 0
trigger1 = !numexplod(35448)
sprpriority = -2
PosType = P1
Pos = 0,0
ID = 35448
Anim = 35448;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1;パレットの影響を受けない
scale = 1.0,1.0
pausemovetime = 9999
supermovetime = 9999
[State remove]
type = removeexplod
;trigger1 = parent, StateNo != var(0)
trigger1 = Time >= 25
ID = 35446
[State remove]
type = removeexplod
;trigger1 = parent, StateNo != var(0)
trigger1 = Time >= 25
ID = 35447
[State remove]
type = removeexplod
;trigger1 = parent, StateNo != var(0)
trigger1 = Time >= 25
ID = 35448

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = TimeMod = 2,0
attr = S, HP
animtype  = Hard
damage    = ceil(15*fvar(10)),ceil(12*fvar(10));かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA;ガード可能
guard.dist	= 354        ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = -1;S4003;真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -2,-6
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -2,-6
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4003;真空波動ヒット
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = 1.0,1.0

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State NorthStar]
type = null;parentVarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1



[State 4501, DestroySelf]
type = DestroySelf
trigger1 = Time >= 25
;---------------------------------------------------------------------------
; クロスマッシャーヘルパー　フルチャージ（ガード貫通）
[Statedef 35444];最適化のため番号変更
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 3;1;スパークらしきエフェクトは・・・
;anim = 65442
anim = 35446;最適化のため番号変更
juggle = 1
ctrl = 0
hitcountpersist = 1

[State -2, 1st Blue]
type = PalFX
trigger1 = 1
time = 1;3
add = 0,0,256
color = 0

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

[State PosVar];へるぱーのVarに情報をいれる
type = Varset
trigger1 = parent,Stateno = 225
var(0) = (var(1) := 50)+(var(2) := 44)

[State PosVar];へるぱーのVarに情報をいれる
type = Varset
trigger1 = parent,Stateno = 425
var(0) = (var(1) := 50)+(var(2) := 36)

[State PosVar];へるぱーのVarに情報をいれる
type = Varset
trigger1 = parent,Stateno = 625
var(0) = (var(1) := 50)+(var(2) := 56)

[State 4501, PosSet]
type = PosSet
trigger1 = time < 15
trigger1 = parent, facing = 1
x = parent, Pos X + var(1)
y = parent, Pos Y - var(2)
ignorehitpause = 1

[State 4501, PosSet]
type = PosSet
trigger1 = time < 15
trigger1 = parent, facing = -1
x = parent, Pos X - var(1)
y = parent, Pos Y - var(2)
ignorehitpause = 1

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/80.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1



[State 31020, Explod];レーザー
Type = Explod
;trigger1 = time = 0
trigger1 = !numexplod(35446)
sprpriority = 3
PosType = P1
Pos = 0,0
ID = 35446
Anim = 35446;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 2.0,2.0
pausemovetime = 9999
supermovetime = 9999
[State 31020, Explod];リングエフェクト１
Type = Explod
;trigger1 = time = 0
trigger1 = !numexplod(35447)
sprpriority = 5
PosType = P1
Pos = 0,0
ID = 35447
Anim = 35447;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1;パレットの影響を受けない
scale = 2.0,2.0
pausemovetime = 9999
supermovetime = 9999
[State 31020, Explod];リングエフェクト２
Type = Explod
;trigger1 = time = 0
trigger1 = !numexplod(35448)
sprpriority = -2
PosType = P1
Pos = 0,0
ID = 35448
Anim = 35448;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1;パレットの影響を受けない
scale = 2.0,2.0
pausemovetime = 9999
supermovetime = 9999
[State remove]
type = removeexplod
;trigger1 = parent, StateNo != var(0)
trigger1 = Time >= 25
ID = 35446
[State remove]
type = removeexplod
;trigger1 = parent, StateNo != var(0)
trigger1 = Time >= 25
ID = 35447
[State remove]
type = removeexplod
;trigger1 = parent, StateNo != var(0)
trigger1 = Time >= 25
ID = 35448

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = TimeMod = 2,0
attr = S, HP
animtype  = Hard
damage    = ceil(20*fvar(10)),ceil(16*fvar(10));かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = ;ガード貫通
guard.dist	= 354        ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = -1;S4003;真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -2,-6
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -2,-6
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4003;真空波動ヒット
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = 1.0,1.0

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State NorthStar]
type = parentVarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State 4501, DestroySelf]
type = DestroySelf
trigger1 = Time >= 25
;------------------------------
[StateDef 35450];ヴァリアブルドリル　準備〜発射
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35452
velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(3) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(3) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(3) = 0
pos = -5,-46;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 150;停止時間 (int)
movetime = 150;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
Trigger1 = animelemTime(3) >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 2000
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(4) = -11
time = 12
add = 255,255,255
color = 0


[State ***]
type = playsnd
trigger1 = animelemTime(4) = 0
value = 3540,0;回転
channel = 1;SE
volume = -128
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(4) = 0
value = 3545,2;回転
;channel = 3;SE
volume = -128
persistent = 0


[State RND]
type = varset
trigger1 = time = 0
;var(15) = 0;とりあえず
;var(15) = Random%2;ランダム 0~1まで
var(15) = Random%10;ランダム 0~9まで

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3545,20 + var(15);貫け、ヴァリアブルドリル！
channel = 0;VC
volume = 255

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 90
trigger1 = var(15) = 1;スパイラルアタック！ の場合
value = 3543,52;いっけぇ！
channel = 0;VC
volume = 255


[State next]
Type     = ChangeState
trigger1 = time > 150
Value    = 35451
ctrl = 0

;------------------------------
[StateDef 35451];ヴァリアブルドリル　突撃
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
;Anim      = 35453;通常固定
;Anim      = 35455;頭固定
Anim      = ifelse(Random%6=0,35455,35453);1/6の確率で頭のドリルを使った攻撃になる
velset = 11,-11;射出速度＋角度

[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(1) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State ***]
type = playsnd
trigger1 = animelemTime(1) = 0
value = 3542,10;突貫
channel = 1;SE
volume = 128
persistent = 0

[State 4500, Explod]
type = Explod
trigger1 = animelemTime(1) = 0
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 2,2;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
;trigger2 = TimeMod = 4,0
attr = A, HA
animtype  = Hard
damage    = 4,1;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MAF
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 0
guard.Kill = 0
;p2stateno = 4506

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State Bind]
type = targetstate
trigger1 = numtarget
trigger1 = movehit
value = 65450

[State next]
Type     = ChangeState
trigger1 = movehit;命中した
Value    = 35453
ctrl = 0

[State next]
Type     = ChangeState
trigger1 = time > 20;20Ｆ後失敗ステートに移行
;trigger2 = moveguarded;ガードされた
Value    = 35452
ctrl = 0

;------------------------------
[StateDef 35452];ヴァリアブルドリル　はずれ終了
Type      = A
MoveType  = I
Physics   = N
Ctrl      = 0
;Anim      = 35453
;Anim      = ifelse(anim = 35453,35454,35456)
Velset = 2.5,-2.5
;無敵が解除されるため無防備

[State Changeanim]
type = Changeanim
trigger1 = time = 0
value = ifelse(anim = 35453,35454,35456)
elem = 13

[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State ***]
type = playsnd
trigger1 = time = 0;
value = 3545,1;停止
;channel = 1;SE
volume = 128
persistent = 0

[State Vel]
type = Veladd
trigger1 = animelemtime(31) < 0
trigger1 = vel Y < -0.5
trigger1 = vel X > 0.5
X = -0.14
Y = 0.14
[State Vel]
type = Velset
trigger1 = animelemtime(31) = 0
X = 0
[State grv]
type = Veladd
trigger1 = animelemtime(31) >= 0
Y = 0.24


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(31) = -11
time = 12
add = 255,255,255
color = 0

[State End]
Type     = ChangeState
;trigger1 = animelemtime(10) >= 0
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52
ctrl = 0
;------------------------------
[StateDef 35453];ヴァリアブルドリル　命中
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
velset = 0.2,-0.2;速度が減少

[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(1) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State ***]
type = playsnd
trigger1 = numtarget
value = 3545,0;エグリ
;channel = 1;SE
volume = 128
persistent = 0

[State 4500, Explod]
type = Explod
trigger1 = anim = 35453;通常のパターン
trigger1 = numtarget
trigger1 = !numexplod(35457)
ID = 35457
postype = P1
pos = 85,-118;
anim = 35457;命中
scale = 1,1
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State Bind]
type = targetbind
trigger1 = anim = 35453;通常のパターン
trigger1 = numtarget
pos = 85,-118;

[State 4500, Explod]
type = Explod
trigger1 = anim = 35455;ドリルインフェルノパターン
trigger1 = numtarget
trigger1 = !numexplod(35457)
ID = 35457
postype = P1
pos = 31,-89;
anim = 35457;命中
scale = 1,1
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State Bind]
type = targetbind
trigger1 = anim = 35455;ドリルインフェルノパターン
trigger1 = numtarget
pos = 31,-89;

[State Bind]
type = targetstate
trigger1 = numtarget
trigger1 = movehit
value = 65450

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = time < 100
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = A, HA
animtype  = Hard
damage    = 6 + ifelse(anim = 35455,2,0),1;かなり当たるので威力調整には注意が必要
;ドリルインフェルノだったら威力増加
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 0
guard.Kill = 0
;p2stateno = 4506

;アタリ判定 フィニッシュ
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = time >= 100
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = A, HA
animtype  = Hard
damage    = 120 + ifelse(anim = 35455,20,0),10;かなり当たるので威力調整には注意が必要
;ドリルインフェルノなら威力増加
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,200
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 0
guard.Kill = 0
palfx.time = 90
palfx.mul = 82,82,82
;p2stateno = 4506

[State -2, 2nd Flash]
type = allPalFX
trigger1 = time = 100;100Ｆ後成功ステートに移行
time = 6
add = 255,255,255
color = 0
[State next]
Type     = ChangeState
trigger1 = time > 100;100Ｆ後成功ステートに移行
Value    = 35454
ctrl = 0
;------------------------------
[StateDef 35454];ヴァリアブルドリル　成功
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Velset = 1,-1

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State Changeanim]
type = Changeanim
trigger1 = time = 0
value = ifelse(anim = 35453,35454,35456)
elem = 1

[State ID]
type = varset
trigger1 = time = 0
var(15) = -1;いったん-1で初期化
[State ID]
type = varset
trigger1 = numtarget
var(15) = target,ID;ＩＤをセットする

[State Pos]
type = Posadd
trigger1 = time = 0
X = 120
Y = -120

[State Bind]
type = targetbind
trigger1 = time = 0
trigger1 = numtarget
pos = -40,40;
[State Bind]
trigger1 = time = 0
type = targetstate
trigger1 = numtarget
;trigger1 = movehit
value = 65450

[State 4500, Helper];爆風
type = Helper
trigger1 = numtarget
trigger1 = time = 0;
;trigger1 = movehit
trigger1 = !numhelper(35455)
helpertype = Normal
name = "BOMB"
ID = 35455
stateno = 35455
postype = P1
;pos = -40,40;
pos = p2dist X,p2dist Y;
facing = 1
ownpal = 1
persistent=0


[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State remexp]
type = removeexplod
trigger1 = time = 0;
trigger1 = numexplod(35457)
id = 35457

[State ***]
type = playsnd
trigger1 = numtarget
trigger1 = animelemtime(1) = 0
value = 3542,1;ステーク貫通
channel = 1;SE
volume = 128
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemtime(13) = 0
value = 3545,1;停止
;channel = 1;SE
volume = 128
persistent = 0

[State Vel]
type = Veladd
trigger1 = animelemtime(31) < 0
trigger1 = vel Y < -0.5
trigger1 = vel X > 0.5
X = -0.1
Y = 0.1
[State Vel]
type = Velset
trigger1 = animelemtime(31) = 0
X = 0
[State grv]
type = Veladd
trigger1 = animelemtime(31) >= 0
Y = 0.24


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(31) = -11
time = 12
add = 255,255,255
color = 0

[State End]
Type     = ChangeState
;trigger1 = animelemtime(10) >= 0
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52
ctrl = 0

;------------------------------
[StateDef 35455];ヴァリアブルドリル　爆発ヘルパー
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
anim = 65451
Velset = 0,0

[State ID]
type = varset
trigger1 = 1
var(15) = root,var(15)

[State Pos]
type = Posset
trigger1 = var(15) != -1
X = playerID(var(15)),Pos X
Y = playerID(var(15)),Pos Y

[State AssSP]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nobardisplay

[State -2, 2nd Flash]
type = null;BGPalFX
trigger1 = 1
time = 1
add = 255,255,255
color = 0

[State -2, 2nd Flash]
type = EnvColor
trigger1 = 1
value = 255, 255, 255
time = 1
under = 1

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1


[State 4500, Explod]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(35458)
ID = 35458
postype = P1
pos = 0,0;
anim = 35458;命中
scale = 1.6,1.6
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = 82
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 4500, Explod]
type = removeExplod
trigger1 = time >= 80
trigger1 = numexplod(35458)
ID = 35458

;アタリ判定 フィニッシュ
[State 4501, HitDef]
type = HitDef
triggerall = (root,Stateno != 65459);タイラントのトドメではない
trigger1 = time = 80
attr = A, HA
animtype  = Hard
damage    = 200 + ifelse(root,anim=35456,40,0),10;かなり当たるので威力調整には注意が必要
;ドリルインフェルノなら威力増加
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
;guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,20
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -1,-6
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -1,-6
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
air.fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 1
guard.Kill = 1

;アタリ判定 フィニッシュ
[State 4501, HitDef]
type = HitDef
triggerall = (root,Stateno = 65459);タイラントのトドメの場合
trigger1 = time = 80
attr = A, HA
animtype  = Hard
damage    = 120,10;かなり当たるので威力調整には注意が必要
;ドリルインフェルノなら威力増加
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
;guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,20
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -1,-6
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -1,-6
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
air.fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 1
guard.Kill = 1

[State NorthStar]
type = parentVarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1



[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = movehit
;trigger1 = time >= 80
trigger1 = target,alive != 1;死亡確認
value = 65423;タゲが死んだら
;persistent = 0

[State target]
type = targetbind
trigger1 = time = 81
trigger1 = movehit
trigger1 = numtarget
trigger1 = target,alive = 1;いきてる
pos = 0,30;

[State 4500, Helper];爆風
type = Helper
trigger1 = time >= 80
helpertype = Normal
name = "BOMB"
ID = 65427
stateno = 65427
postype = p1
pos = 0,0
facing = 1
ownpal = 1
persistent=0

[State nex]
type = destroyself
trigger1 = time >= 90

;------------------------------
[StateDef 65450];ドリル刺された側　
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
sprpriority = -1
velset = 0,0

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State anim]
type = Changeanim2;
trigger1 = time = 0
value = 65450

[State End]
type = selfstate
trigger1 = time > 500;ある程度そのまんまだったら自動的にもどる
value = 50
ctrl = 1
;------------------------------
[StateDef 65455];タイラントオーバーブレイク　初動
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 65455
velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State WPNSUB]
type = poweradd
Trigger1 = animelemTime(1) = 0
value = -2000
[State WPNSUB]
type = Varset
Trigger1 = animelemTime(1) = 0
Trigger1 = var(6); >= (3000/var(7))
var(6) = 0;全弾消費

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(1) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(1) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(1) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(1) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,40;
poweradd = 0;-1000
time = 30;停止時間 (int)
movetime = 30;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
Trigger1 = animelemTime(1) >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 2000
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます


[State ***]
type = playsnd
trigger1 = animelemTime(4) = 0
value = 3542,10;
channel = 1;SE
volume = -128
persistent = 0


[State ]
type = null;playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(3) = 0
value = 3546,0 + var(15);美脚で勝負！
channel = 0;VC
volume = 255

[State Vel]
type = velset
trigger1 = animelemtime(4) = 0
X = 8



[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
priority = 3, Hit
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1          ;？
;p1stateno = 3401       ;成功した場合の移動する１Ｐのステート
;p2stateno = 3450      ;成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか
[State 4500, Explod]
type = Explod
trigger1 = moveguarded;突撃がガードされた
ID = 4000
postype = P1
pos = 77,-29
anim = 4023;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State -2, 2nd Flash]
type = allPalFX
trigger1 = movehit = 1
time = 6
add = 255,255,255
color = 0

[state target]
type = targetstate
trigger1 = numtarget;タゲがとれている
trigger1 = movehit;当たった
value = 65448;タゲ拘束用

[State Hit]
type = changestate
trigger1 = numtarget;タゲがとれている
trigger1 = movehit;突撃が当たった
value = 65456
ctrl = 0

[State End]
type = changestate
trigger1 = time >= 70;
trigger2 = moveguarded;突撃がガードされた
;value = 35167;チッ・・・
value = 3041;敵の懐へ入れなかったらスターダストの終了処理へ移行
ctrl = 0
;------------------------------
[StateDef 65456];タイラントオーバーブレイク　ランダムスパイク・・・？
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 65456
velset = 0,0

[State Pos]
type = posset
trigger1 = time = 0
X = 0
[State Pos]
type = posadd
trigger1 = time = 0
X = -60

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(1) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State Hitdef]
type = null;Hitdef
trigger1 = !movecontact
trigger2 = time%4=0
Attr = A,HA
Damage = 6,0
Animtype = Hard
Hitflag = MFD;空中にいれば当たらない
;GuardFlag = MA
guard.dist	= 101        ;相手がガード行動をとる距離
Priority = 3,Hit
PauseTime = 0,12
hitsound   = -1;S0,5
Sparkno = S4002
Guard.Sparkno = S4023
guardsound = S0,7
Sparkxy = -42,-84
Ground.Type = High
Ground.Hittime = 20
Air.Hittime = 20
Ground.Velocity = -6,0
Air.Velocity = -8,0
Airguard.Velocity = -6,0
Kill = 0
Fall = 0
Air.Fall = 0
Fall.Recover = 0
GetPower = 0
[State Hit]
type = playsnd
trigger1 = movehit=1
trigger2 = numtarget
trigger2 = time%4=0
value = S0,5
channel = 1;SE

[State Hitspark]
type = Explod
trigger1 = movehit = 1
trigger2 = numtarget
trigger2 = time%4=0
anim = 4002
id = 4002
postype = p2
bindtime = 1
pos = 10,-floor(30+(Random%60))
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
[State hit]
type = targetlifeadd
trigger1 = numtarget
trigger1 = time%4=0
value = -6
Kill = 0
[State hit]
type = HitAdd
trigger1 = numtarget
trigger1 = time%4=0
value = 1

[state target]
type = targetstate
trigger1 = numtarget;タゲがとれている
trigger1 = movehit;当たった
value = 65448;タゲ拘束用

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(1) = 0
value = 3545,10;ランダムスパイク！
channel = 0;VC
volume = 255


[State End]
type = changestate
trigger1 = time >= 100;
value = 65457
ctrl = 0
;------------------------------
[StateDef 65457];タイラントオーバーブレイク　ソニックジャベリン・・・？
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 65457
velset = 0,0

[State Pos]
type = null;posadd
trigger1 = time = 0
X = -30

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(1) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1


[State Hitdef]
type = Hitdef
trigger1 = animelemtime(3)=0
Attr = A,HA
Damage = 12,0
Animtype = Hard
Hitflag = MFD;空中にいれば当たらない
;GuardFlag = MA
guard.dist	= 101        ;相手がガード行動をとる距離
Priority = 3,Hit
PauseTime = 0,12
hitsound   = -1;S0,5
Sparkno = S4002
Guard.Sparkno = S4023
guardsound = S0,7
Sparkxy = -32,-48
Ground.Type = High
Ground.Hittime = 20
Air.Hittime = 20
Ground.Velocity = -6,0
Air.Velocity = -8,0
Airguard.Velocity = -6,0
Kill = 0
Fall = 0
Air.Fall = 0
Fall.Recover = 0
GetPower = 0
[State Hitdef]
type = Hitdef
trigger1 = animelemtime(11)=0
Attr = A,HA
Damage = 12,0
Animtype = Hard
Hitflag = MFD;空中にいれば当たらない
;GuardFlag = MA
guard.dist	= 101        ;相手がガード行動をとる距離
Priority = 3,Hit
PauseTime = 0,12
hitsound   = -1;S0,5
Sparkno = S4002
Guard.Sparkno = S4023
guardsound = S0,7
Sparkxy = -42,-28
Ground.Type = High
Ground.Hittime = 20
Air.Hittime = 20
Ground.Velocity = -6,0
Air.Velocity = -8,0
Airguard.Velocity = -6,0
Kill = 0
Fall = 0
Air.Fall = 0
Fall.Recover = 0
GetPower = 0

[State Hit]
type = playsnd
trigger1 = movehit=1
value = S0,5
channel = 1;SE

[state target]
type = targetstate
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
value = 65448;タゲ拘束用

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(1) = 0
value = 3545,11;ソニックジャベリン！
channel = 0;VC
volume = 255

[State End]
type = changestate
trigger1 = time >= 130;
value = 65458
ctrl = 0
;------------------------------
[StateDef 65458];タイラントオーバーブレイク　ラッシュ＞打ち上げ＞ドリル
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 65458
velset = 0,0


;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(1) = 0
value = 3545,12;超必殺！タイラントオーバーブレイク！
channel = 0;VC
volume = 255

[State Pos]
type = Posset
trigger1 = time = 0
Trigger2 = animelemtime(28) >= 0;８回目
Trigger2 = animelemtime(29) < 0;８回目
Trigger2 = movehit = 1
X = 0;最初の位置
[State Pos]
type = Posadd
trigger1 = time = 0
Trigger2 = animelemtime(28) >= 0;８回目
Trigger2 = animelemtime(29) < 0;８回目
Trigger2 = movehit = 1
X = -10;最初の位置設定

[State 800, 1]
type = HitDef
Trigger1 = animelemtime(1) = 0;１回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 30,0
getpower = 0,0
priority = 7, Hit
animtype = medium;腹にどごん
pausetime = 0,0;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -12,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1 
Kill = 0
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(4) = 0;２回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 30,0
getpower = 0,0
priority = 7, Hit
animtype = hard
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1      
Kill = 0    
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(7) = 0;３回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 30,0
getpower = 0,0
priority = 7, Hit
animtype = medium
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1     
Kill = 0 
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(10) = 0;４回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 30,0
getpower = 0,0
priority = 7, Hit
animtype = HARD
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1     
Kill = 0 
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(17) = 0;５回目
Trigger2 = animelemtime(20) = 0;６回目
Trigger3 = animelemtime(23) = 0;７回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 30,0
getpower = 0,0
priority = 7, Hit
animtype = light
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1
Kill = 0
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(28) = 0;８回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 30,0
getpower = 0,0
priority = 7, Hit
animtype = medium;腹にどごん
pausetime = 0,0;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1
Kill = 0

[State -1, HitDef]
Type = HitDef
Trigger1 = animelemtime(31) = 0;打ち上げ
Attr              = A, HA
Damage            = 60, 20			;ダメージ
AnimType          = Heavy			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist	= 113        ;相手がガード行動をとる距離
sparkno = Sifelse(Random < 555,4037,4035);斬エフェクトを実装する
hitsound   = S0,41;セイバーヒット
guardsound = S0,7;これもバスターのものを
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 0, 9			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -4,-12			;ヒット時の相手の移動 地上
Air.Velocity      = -4,-8			;ヒット時の相手の移動 空中
AirGuard.Velocity = -1.5,-4.5			;ヒット時の相手の移動 空中ガード
Kill              = 0				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 0				;ヒット時のパワー増減
Persistent = 0
;p2stateno = 35052;相手に参照させるステート


[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(1) >= 0;攻撃１回目〜
Trigger1 = animelemTime(4) < 0;攻撃２回目
Trigger1 = movehit = 1
ID = 4002;ﾋｯﾄ
postype = P1
pos = 50,-37
anim = 4002;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(4) >= 0;攻撃２回目〜
Trigger1 = animelemTime(7) < 0;攻撃３回目
Trigger1 = movehit = 1
ID = 4002;ﾋｯﾄ
postype = P1
pos = 49,-34
anim = 4002;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(7) = 0;攻撃３回目
ID = 35257;ジェノサイド横
postype = P1
pos = 49,-42
anim = 35257;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
Vfacing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(9) = 0;攻撃４回目
ID = 35256;ジェノサイド縦
postype = P1
pos = 35,-53
anim = 35256;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(17) >= 0;攻撃５回目〜
Trigger1 = animelemTime(24) < 0;攻撃７回目
Triggerall = movehit = 1
ID = 4002;ﾋｯﾄ
postype = P1
pos = 40,-47
anim = 4002;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(27) = 0;攻撃８回目
ID = 35257;ジェノサイド横
postype = P1
pos = 49,-42
anim = 35257;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(30) = 0;打ち上げ
ID = 35255;ジェノサイドカッター
postype = P1
pos = 0,0
anim = 35255;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State Hitspark];
type = PlaySnd
triggerall = animelemTime(40) < 0;ドリルまで
trigger1 = movehit = 1;命中時
value = 0,5
channel = 1;SE

[state target]
type = targetstate
Trigger1 = animelemtime(1) >= 0;１回目
Trigger1 = animelemtime(2) < 0;１回目
Trigger2 = animelemtime(28) >= 0;８回目
Trigger2 = animelemtime(29) < 0;８回目
triggerall = numtarget;タゲがとれている
triggerall = movehit = 1;当たった
value = 65448;タゲ拘束用

[State 810, Bind 1]
type = TargetBind
trigger1 = numtarget
trigger1 = AnimElemTime(4) >= 0;２発目以降
Trigger1 = Animelemtime(28) < 0;８回目まで
trigger1 = movehit = 1
;pos = 30,0
pos = target,const(size.ground.front)*3,0
;target,const(size.ground.front)


[state hitvel]
type = Velset
Triggerall = movehit = 1;当たった瞬間のみ
Trigger1 = animelemtime(1) >= 0
Trigger1 = animelemtime(4) < 0;次の攻撃までに
X = -12
[State Vel]
type = Veladd
Triggerall = movehit
Trigger1 = Vel X < 10.0
Trigger1 = animelemtime(1) >= 0
Trigger1 = animelemtime(7) < 0
X = 1.0
[state hitvel]
type = Velset
Triggerall = movehit = 1;当たった瞬間のみ
Trigger1 = animelemtime(28) >= 0;８回目
Trigger1 = animelemtime(29) < 0;８回目
X = -12
[State Vel]
type = Veladd
Triggerall = movehit
Trigger1 = Vel X < 2.0
Trigger1 = animelemtime(28) >= 0
Trigger1 = animelemtime(29) < 0
X = 1.0

[State Vel]
type = Velset
Trigger1 = animelemtime(7) >= 0
Trigger1 = animelemtime(28) < 0;８回目まで
X = 0.5


[State Vel]
type = velset
trigger1 = animelemtime(39) = 0;ドリル突撃開始
X = 0


;ドリルでフィニッシュ


[State Push]
Type = Playerpush
Trigger1 = animelemTime(39) >= 0
Value = 0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State ***]
type = playsnd
trigger1 = animelemTime(40) = 0
value = 3542,10;突貫
channel = 1;SE
volume = 128
persistent = 0

[State 4500, Explod]
type = Explod
trigger1 = animelemTime(40) = 0
ID = 4010;995
postype = P1
pos = -15,0
anim = 4010;995;バスターのケムリにする
scale = 2,2;.5,.5
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[state hitvel]
type = Velset
trigger1 = animelemTime(40) = 0
X = 11
Y = -11

[state hitvel]
type = Velset
trigger1 = animelemTime(40) >= 0
trigger1 = movehit = 1
X = 0.2
Y = -0.2

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = animelemTime(40) >= 0
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = A, HA
animtype  = Hard
damage    = 4,1;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MAF
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 0
guard.Kill = 0
;p2stateno = 4506

[State 6435, Helper];ガードエフェクト
Type = Explod
triggerall = animelemTime(40) >= 0
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State Bind]
type = targetstate
triggerall = animelemTime(40) >= 0
trigger1 = numtarget
trigger1 = movehit
value = 65450


[State ***]
type = playsnd
triggerall = animelemTime(40) >= 0
trigger1 = numtarget
trigger1 = movehit = 1
value = 3545,0;エグリ
;channel = 1;SE
volume = 128
persistent = 0

[State 4500, Explod]
type = Explod
triggerall = animelemTime(40) >= 0
trigger1 = numtarget
trigger1 = movehit = 1
trigger1 = !numexplod(35457)
ID = 35457
postype = P1
pos = 85,-118;
anim = 35457;命中
scale = 1,1
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removetime = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State Bind]
type = targetbind
triggerall = animelemTime(40) >= 0
trigger1 = numtarget
trigger1 = movehit = 1
pos = 85,-118


[State next]
Type     = ChangeState
;trigger1 = animelemTime(40) >= 0;100Ｆ後成功ステートに移行
trigger1 = time >= 300
trigger1 = movehit=1
Value    = 65459
ctrl = 0

[State next]
Type     = ChangeState
trigger1 = Pos Y < -280;飛びすぎたら失敗
Value    = 35452
ctrl = 0

;ドリルここまで

[State -2, 2nd Flash]
type = PalFX
Trigger1 = animelemTime(39) = -2;ドリル
time = 4
add = 255,255,255
color = 0


[State -2, 2nd Flash]
type = allPalFX
;Trigger1 = animelemTime(29) >= 0;突撃開始後
triggerall = animelemTime(40) < 0;ドリルまで
trigger1 = movehit = 1
time = 2
add = 255,255,255
color = 0

[state target]
type = null;targetstate
Trigger1 = animelemTime(29) >= 0;突撃開始後
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
value = 65448;タゲ拘束用

;命中＋タゲが取れた場合、次のステートへ
[state nex]
type = null;changestate
Trigger1 = animelemTime(29) >= 0;突撃開始後
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
value = 65443

[state a20];ターゲットに途中で抜けられた場合
type = null;changestate
trigger1 = animelemtime(29) = 0;突撃開始
trigger1 = !numtarget;ターゲットがいません
value = 35167;チッ・・・
ctrl = 0

;------------------------------
[StateDef 65459];タイラントオーバーブレイク　成功
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Velset = 1,-1

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State Changeanim]
type = Changeanim
trigger1 = time = 0
value = 35454
elem = 1

[State ID]
type = varset
trigger1 = time = 0
var(15) = -1;いったん-1で初期化
[State ID]
type = varset
trigger1 = numtarget
var(15) = target,ID;ＩＤをセットする

[State Pos]
type = Posadd
trigger1 = time = 0
X = 120
Y = -120

[State Bind]
type = targetbind
trigger1 = time = 0
trigger1 = numtarget
pos = -40,40;
[State Bind]
trigger1 = time = 0
type = targetstate
trigger1 = numtarget
;trigger1 = movehit
value = 65450

[State 4500, Helper];爆風
type = Helper
trigger1 = numtarget
trigger1 = time = 0;
;trigger1 = movehit
trigger1 = !numhelper(35455)
helpertype = Normal
name = "BOMB"
ID = 35455
stateno = 35455
postype = P1
;pos = -40,40;
pos = p2dist X,p2dist Y;
facing = 1
ownpal = 1
persistent=0


[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[State remexp]
type = removeexplod
trigger1 = time = 0;
id = 15060

[State remexp]
type = removeexplod
trigger1 = time = 0;
trigger1 = numexplod(35457)
id = 35457

[State ***]
type = playsnd
trigger1 = numtarget
trigger1 = animelemtime(1) = 0
value = 3542,1;ステーク貫通
channel = 1;SE
volume = 128
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemtime(13) = 0
value = 3545,1;停止
;channel = 1;SE
volume = 128
persistent = 0

[State Vel]
type = Veladd
trigger1 = animelemtime(31) < 0
trigger1 = vel Y < -0.5
trigger1 = vel X > 0.5
X = -0.1
Y = 0.1
[State Vel]
type = Velset
trigger1 = animelemtime(31) = 0
X = 0
[State grv]
type = Veladd
trigger1 = animelemtime(31) >= 0
Y = 0.24


[State -2, 2nd Flash]
type = PalFX
trigger1 = animelemTime(31) = -11
time = 12
add = 255,255,255
color = 0

[State End]
Type     = ChangeState
;trigger1 = animelemtime(10) >= 0
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52
ctrl = 0
;------------------------------
[StateDef 35460];ゲシュペンストキック　準備１（バク転）
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35462
velset = 0,0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(3) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

[State WPNSUB]
type = Varadd
Trigger1 = animelemTime(3) = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = animelemTime(3) >= 0
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(3) = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
removetime = 30;-2
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = animelemTime(3) = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
removetime = 30;-2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = animelemTime(3) = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;
poweradd = 0;-1000
time = 214;停止時間 (int)
movetime = 214;停止無視時間 (int)

[State 4500, Explod];ばっくぐらうんど
type = Explod
Trigger1 = animelemTime(3) >= 0
trigger1 = !numexplod(15060)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 2000
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます


[State ***]
type = playsnd
trigger1 = animelemTime(4) = 0
value = 3540,1;回転
channel = 1;SE
volume = -128
persistent = 0


[State RND]
type = varset
trigger1 = time = 0
;var(15) = 0;とりあえず
var(15) = Random%3;ランダム 0~2まで
;0カーラ
;1アイビス
;2カチーナ

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(3) = 0
value = 3546,0 + var(15);美脚で勝負！
channel = 0;VC
volume = 255

[State Vel]
type = velset
trigger1 = animelemtime(5) = 0
X = -1.2
Y = -5


[State Vel]
type = veladd
trigger1 = animelemtime(6) >= 0
Y = 0.10

[State next]
Type     = ChangeState
trigger1 = time > 120
Value    = 35461
ctrl = 0
;------------------------------
[StateDef 35461];ゲシュペンストキック　準備２（横回転）
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35463
velset = 0,0


[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1


[State flash]
type = explod
trigger1 = animelemTime(7) = 0
anim = 4004;
id = 4004;
postype = p1
pos = 2,-49;
ontop = 1
supermovetime = 60
pausemovetime = 60
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(7) = 0
value = 0,21;ガキーン
;channel = 1;SE
volume = -128
persistent = 0
[State ***]
type = playsnd
trigger1 = animelemTime(10) = 0
value = 3540,1;回転
channel = 1;SE
volume = -128
persistent = 0

[State next]
Type     = ChangeState
trigger1 = time > 100
Value    = 35462
ctrl = 0
;------------------------------
[StateDef 35462];ゲシュペンストキック　突撃
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35464
velset = 0,0

[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = 1
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
Trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
supermovetime = 60
ignorehitpause = 1


;エフェクト
[State 5150, 6] 
type = null;Explod
trigger1 = animelemtime(3) = 0;
trigger1 = !numexplod(1055)
anim = 1055
id = 1055
Postype     = P1
Pos         = 45,-23
scale = .5,.5
vel = 0,0
Vfacing = -1
ownpal = 1
removetime = 60
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State ***]
type = playsnd
trigger1 = animelemTime(3) = 0
value = 3542,10;突貫
channel = 3;SE
volume = 128
persistent = 0
[State Vel]
type = velset
trigger1 = animelemtime(3) = 0
X = 18
Y = 9


[State 4501, HitDef];攻撃判定　当たれば次のステートへ
type = HitDef
trigger1 = !MoveContact
attr = A, HA
animtype  = Hard
damage    = 240,10;
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,10
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 0
guard.Kill = 0
palfx.time = 90
palfx.mul = 82,82,82
;p2stateno = 4506

[State 4500, Explod]
type = Explod
trigger1 = moveguarded;突撃がガードされた
ID = 4000
postype = P1
pos = 77,-29
anim = 4023;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State -2, 2nd Flash]
type = allPalFX
trigger1 = movehit = 1
time = 6
add = 255,255,255
color = 0

[State ***]
type = playsnd
trigger1 = numtarget
trigger1 = movehit = 1
value = 3542,1;ステーク貫通
channel = 1;SE
volume = 128
persistent = 0


[State Bind]
type = targetstate
trigger1 = numtarget
trigger1 = movehit
value = 35465;当たったら

[State next]
Type     = ChangeState
trigger1 = numtarget;ターゲットを奪えた
trigger1 = movehit;攻撃が当たった
Value    = 35463
ctrl = 0


[State remexp]
type = removeexplod
trigger1 = moveguarded;ガードされた
id = 15060
[State Next]
type = Changestate
trigger1 = moveguarded;ガードされた
value = 3041;敵の懐へ入れなかったらスターダストの終了処理へ移行

[State next]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52
ctrl = 0

;------------------------------
[StateDef 35463];ゲシュペンストキック　命中
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Velset = 0,0
sprpriority = 13;タッグ戦時、他の方々を見えなくするため

[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[State Remove]
type = removeexplod
trigger1 = numexplod(15060)
ID = 15060
[State Remove]
type = removeexplod
trigger1 = numexplod(1055)
ID = 1055

[State FinishEffect]
type = AssertSpecial
trigger1 = movehit
flag = nobardisplay
;flag2 = nomusic
IgnoreHitPause = 1


[State ID]
type = varset
trigger1 = time = 0
var(15) = -1;いったん-1で初期化
[State ID]
type = varset
trigger1 = numtarget
var(15) = target,ID;ＩＤをセットする

[State Pause];
type = Pause
;triggerall = anim != 35464;おわってない
triggerall = vel X = 0;止まったら
trigger1 = numpartner = 0;タッグでない
trigger1 = target,name != "MEGAMARI";敵が自分じゃない
time = 180
movetime = 180

[State Posset]
type = posset
trigger1 = time = 0
X = 0;まんなか
[State Posset]
type = posset
trigger1 = time = 0
trigger1 = pos Y > -30;
Y = -30


[State 4500, Helper];爆風
type = Helper
trigger1 = numtarget
trigger1 = time = 0;
;trigger1 = movehit
trigger1 = !numhelper(35466)
helpertype = Normal
name = "BOMB"
ID = 35466
stateno = 35466
postype = P1
;pos = -40,40;
pos = p2dist X,p2dist Y;
supermovetime = 99999999
pausemovetime = 99999999
facing = 1
ownpal = 1
persistent=0

[State Bind]
type = targetstate
trigger1 = numtarget
trigger1 = time < 180
;trigger1 = movehit
value = 35465;当たったら

[State Vel]
type = velset
trigger1 = time = 0;フラッシュおわったタイミングで
X = 0.20;.25
Y = 0.10

[State Vel]
type = null;velset
trigger1 = time = 300;かっといんのタイミングで
X = 0

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

[State bind]
type = targetbind
trigger1 = time = 0
pos = 0, 0;とりあえずここで

[State bind]
type = targetbind
trigger1 = time < 180
;trigger1 = Vel X > 0
pos = Pos X * (-2.0*facing) ,-130 +(Pos Y * -2.0);とりあえずここで

[State Vel]
type = Velset
trigger1 = time >= 180
X = 8
Y = 4

[State next]
Type     = ChangeState
trigger1 = time >= 180
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 35203;52
ctrl = 0
;------------------------------
[StateDef 35465];ゲシュペンストキック キックされた側　
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
;sprpriority = -1
sprpriority = 11;タッグ戦時、他の方々を見えなくするため
velset = 0,0


[State Push]
Type = Playerpush
Trigger1 = 1
Value = 0

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State anim]
type = Changeanim2;
trigger1 = time = 0
value = 35465

[State End]
type = selfstate
trigger1 = time > 500;ある程度そのまんまだったら自動的にもどる
value = 50
ctrl = 1
;------------------------------
[StateDef 35466];ゲシュペンストキック　爆発ヘルパー
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
anim = 65451
Velset = 0,0

[State ID]
type = varset
trigger1 = 1
var(15) = root,var(15)

[State Pos]
type = Posset
trigger1 = var(15) != -1
X = playerID(var(15)),Pos X
Y = playerID(var(15)),Pos Y

[State AssSP]
type = AssertSpecial
;trigger1 = 1
trigger1 = time <= 180
flag = noBG
flag2 = noFG
flag3 = nobardisplay


[State PalFX]
type = PalFX
trigger1 = 1
trigger1 = root,palno % 6 != 0
time = 1
;add = 128,128,0;黄色
add = 228,24,0;緑の場合
;mul = 128,128,128;黄色
;color = 128;
ignorehitpause = 1

[State -2, 2nd Flash]
type = null;EnvColor
trigger1 = 1
value = 255, 255, 255
time = 1
under = 1

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1


[State 4500, Explod]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(65460)
ID = 65460
anim = 65460;背景フラッシュ
postype = left;p1
pos = 0,0
scale = 1.06,1.08
;304 * x = 320		x = 320 / 304
;224 * y = 240		y = 240 / 224
sprpriority = 10;タッグ戦時、他の方々を見えなくするため
supermovetime = 99999
pausemovetime = 99999
removetime = -1
ownpal = 0
bindtime = -1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(35458)
ID = 35458
postype = P1
pos = 0,0;
anim = 35458;命中
scale = 1.6,1.6
supermovetime = 99999
pausemovetime = 99999
facing = -1;反転表示
;vfacing = -1;反転表示
ontop = 0
sprpriority = 12;タッグ戦時、他の方々を見えなくするため
ownpal = 1
removetime = -1;82
bindtime = -1
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 4500, Explod]
type = Explod
trigger1 = time = 70
trigger1 = !numexplod(65461)
anim = 65461;フィニッシュ字幕
ID = 65461
postype = left;p1
pos = 0,0
scale = 1,1
ontop = 1;最前列
supermovetime = 99999
pausemovetime = 99999
removetime = -1
ownpal = 1
bindtime = -1

;字幕エフェクト-----------------------------

;fvar(0)~fvar(4)　拡大縮小に使用

[State var]
type = varset
trigger1 = time = 0
fvar(0) = 5.0
[State var]
type = varset
trigger1 = time = 0
fvar(1) = 5.0
[State var]
type = varset
trigger1 = time = 0
fvar(2) = 5.0
[State var]
type = varset
trigger1 = time = 0
fvar(3) = 2.5
[State var]
type = varset
trigger1 = time = 0
fvar(4) = 2.5

[State 4500, Explod]
type = Explod
trigger1 = time = 65;字幕のほうが出る前に
trigger1 = !numexplod(65462)
anim = 65462;究
ID = 65462
postype = left;p1
pos = 306,37
scale = fvar(0),fvar(0)
ontop = 1;最前列
supermovetime = 99999
pausemovetime = 99999
removetime = 6;-1
ownpal = 1
bindtime = -1
[State modify]
type = modifyExplod
trigger1 = numexplod(65462)
ID = 65462
postype = left;p1
pos = 306,37
scale = fvar(0),fvar(0)
[State var]
type = varadd
trigger1 = time >= 65
trigger1 = fvar(0) > 1.0
fvar(0) = -1.0

[State 4500, Explod]
type = Explod
trigger1 = time = 73;字幕のほうが出る前に 65+8
trigger1 = !numexplod(65463)
anim = 65463;極
ID = 65463
postype = left;p1
pos = 290,79
scale = fvar(1),fvar(1)
ontop = 1;最前列
supermovetime = 99999
pausemovetime = 99999
removetime = 6;-1
ownpal = 1
bindtime = -1
[State modify]
type = modifyExplod
trigger1 = numexplod(65463)
ID = 65463
postype = left;p1
pos = 290,79
scale = fvar(1),fvar(1)
[State var]
type = varadd
trigger1 = time >= 73
trigger1 = fvar(1) > 1.0
fvar(1) = -1.0

[State 4500, Explod]
type = Explod
trigger1 = time = 81;字幕のほうが出る前に 65+8+8
trigger1 = !numexplod(65464)
anim = 65464;！
ID = 65464
postype = left;p1
pos = 267,130
scale = fvar(2),fvar(2)
ontop = 1;最前列
supermovetime = 99999
pausemovetime = 99999
removetime = 6;-1
ownpal = 1
bindtime = -1
[State modify]
type = modifyExplod
trigger1 = numexplod(65464)
ID = 65464
postype = left;p1
pos = 267,130
scale = fvar(2),fvar(2)
[State var]
type = varadd
trigger1 = time >= 81
trigger1 = fvar(2) > 1.0
fvar(2) = -1.0

[State 4500, Explod]
type = Explod
trigger1 = time = 106;字幕のほうが出る前に 65+8+8+25
trigger1 = !numexplod(65465)
anim = 65465;ゲシュペンスト
ID = 65465
postype = left;p1
pos = -15,134
scale = fvar(3),fvar(3)
ontop = 1;最前列
supermovetime = 99999
pausemovetime = 99999
removetime = 6;-1
ownpal = 1
bindtime = -1
[State modify]
type = modifyExplod
trigger1 = numexplod(65465)
ID = 65465
postype = left;p1
pos = -15,134
scale = fvar(3),fvar(3)
[State var]
type = varadd
trigger1 = time >= 106
trigger1 = fvar(3) > 1.0
fvar(3) = -0.5

[State 4500, Explod]
type = Explod
trigger1 = time = 126;字幕のほうが出る前に 65+8+8+25+20
trigger1 = !numexplod(65466)
anim = 65466;キック
ID = 65466
postype = left;p1
pos = -19,134
scale = fvar(4),fvar(4)
ontop = 1;最前列
supermovetime = 99999
pausemovetime = 99999
removetime = 6;-1
ownpal = 1
bindtime = -1
[State modify]
type = modifyExplod
trigger1 = numexplod(65466)
ID = 65466
postype = left;p1
pos = -19,134
scale = fvar(4),fvar(4)
[State var]
type = varadd
trigger1 = time >= 126
trigger1 = fvar(4) > 1.0
fvar(4) = -0.5

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

[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(65460)
ID = 65460
[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(35458)
ID = 35458
[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(65461)
ID = 65461
[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(65462)
ID = 65462
[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(65463)
ID = 65463
[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(65464)
ID = 65464
[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(65465)
ID = 65465
[State 4500, Explod]
type = removeExplod
trigger1 = time >= 180
trigger1 = numexplod(65466)
ID = 65466


[State ***]
type = playsnd
triggerall = numexplod(65461);字幕がちゃんと出てる場合のみ
trigger1 = time = 70
trigger2 = time = 111
trigger3 = time = 131
value = 3546,10;字幕
channel = 1;SE
volume = 128

;アタリ判定 フィニッシュ
[State 4501, HitDef]
type = HitDef
trigger1 = time = 180
attr = A, HA
animtype  = Hard
damage    = 200 ,10
getpower = 0,0
sprpriority = 1
hitflag = MAFDP
;guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,20
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 2,-8
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = 2,-8
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 1
guard.Kill = 1

[State NorthStar]
type = parentVarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1



[State target]
type = targetstate
triggerall = numtarget;ターゲットが存在している
trigger1 = movehit
;trigger1 = time >= 180
trigger1 = target,alive != 1;死亡確認
value = 65423;タゲが死んだら
;persistent = 0

[State target]
type = targetbind
trigger1 = time = 180
trigger1 = movehit
trigger1 = numtarget
trigger1 = target,alive = 1;いきてる
pos = 0,50;

[State 4500, Helper];爆風
type = Helper
trigger1 = time = 180
helpertype = Normal
name = "BOMB"
ID = 65427
stateno = 65427
postype = p1
pos = 0,0
supermovetime = 99999
pausemovetime = 99999
facing = 1
ownpal = 1
persistent=0

[State nex]
type = destroyself
trigger1 = time >= 200

;---------------------------------------------------------------------------
;65440-ジェットファントム（本来サイコブラスター用の予備番号だけど余ったので確保）
[Statedef 65440];ジェットファントム
;type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65440
sprpriority = 2

[State Pow]
type = poweradd
trigger1 = time = 0
value = -2000;パワー2000消費
[State WPNSUB]
type = Varset
Trigger1 = Time = 0
Trigger1 = var(6) ;>= (3000/var(7))
var(6) = 0;全弾消費

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
trigger1 = 1
time = 4
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10
ignorehitpause = 1

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,40;22;20, 0
poweradd = 0;-1000
time = 32;停止時間 (int)
movetime = 32;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 1280;300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State -1]
Type        = null;AfterImage
Trigger1    = Time = 1
Time        = 40
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
:PalBright   = 0  , 0  , 0
PalContrast = 100,100,40;0  , 0  , 150
;PalAdd      = 32,32,0
PalMul      = 1 , 1 , .5
Peresistent = 1


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

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

[state a]
type = statetypeset
trigger1 = pos y < 0
value = A
[state a]
type = statetypeset
trigger1 = time = 0
value = A

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1;time <= 9
value = SCA,AA,AT,AP

[State push]
type = null;PlayerPush
trigger1 = anim = 65440
value = 0

[state a]
type = velset
trigger1 = animelemtime(4) = 0
x = 8
y = -6

[state a]
type = null;velset
trigger1 = vel x <= 2
x = 2

[state a]
type = veladd
trigger1 = animelemtime(4) > 0
y = 0.44


;エフェクト関連
;カカトおとし
[State 5150, 6] 
type = Explod
trigger1 = animelemtime(10) = 0;
trigger1 = !numexplod(35258)
anim = 35258
id = 35258
Postype     = P1
Pos         = 0,0
scale = 1,1
vel = 0,0
ownpal = 1
removetime = -2
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
priority = 7, Hit
animtype = hard
damage = 60,0
pausetime = 0,0;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -8,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1 
Kill = 0
;p1stateno = 3401
;p2stateno = 3450
;fall = 1
[State 4500, Explod]
type = Explod
trigger1 = moveguarded;突撃がガードされた
ID = 4000
postype = P1
pos = 77,-29
anim = 4023;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State remexp]
type = removeexplod
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
id = 15060


[State -2, 2nd Flash]
type = allPalFX
trigger1 = movehit = 1
time = 6
add = 255,255,255
color = 0
[State 810, Grab Sound]
type = PlaySnd
trigger1 = movehit = 1
value = 0,42;がきょおん！

[state target]
type = targetstate
trigger1 = numtarget;タゲがとれている
trigger1 = movehit;当たった
value = 65448;タゲ拘束用

;命中＋タゲが取れた場合、次のステートへ
[state nex]
type = changestate
trigger1 = numtarget;タゲがとれている
trigger1 = movehit;当たった
value = 65441

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1051

;---------------------------------------------------------------------------
[Statedef 65441];ジェットファントム メイン動作開始〜突撃
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65441
sprpriority = 2

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = time = 0
value = 3546,30;プラズマステーク、レディ・ゴー！
channel = 0;VC
volume = 255

[State Pos]
type = Posset
trigger1 = time = 0
X = 0
Y = -10

[State Pos]
type = Posset
trigger1 = animelemtime(2) = 0;バックステッポ開始
trigger2 = animelemtime(7) = 0;パワーエフェクト開始
Y = 0

[State Vel]
type = velset
trigger1 = time = 0
X = 0.1
Y = 0.1
[State Vel]
type = velset
trigger1 = animelemtime(3) = 0;バックステッポ開始
X = -3
Y = -3
[State Vel]
type = veladd
trigger1 = animelemtime(2) >= 0;バックステッポ開始
trigger1 = animelemtime(7) < 0;パワーエフェクト開始マデ
Y = 0.32
[State Vel]
type = velset
trigger1 = animelemtime(7) = 0;パワーエフェクト開始
X = 0
Y = 0
[State Vel]
type = velset
trigger1 = animelemtime(27) = 0;突撃開始
X = 8



[State BOMB];
Type = Explod
trigger1 = animelemtime(12) = 0;パワーエフェクト開始
trigger1 = !numexplod(65345)
anim = 65345
id = 65345;
Scale = 2,2
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
persistent = 0
Removetime = 52
ignorehitpause = 0

[State EFF];
type = explod
trigger1 = animelemtime(12) = 0;パワーエフェクト開始
anim = 4032
id = 65346
postype = p1
Scale = 2,2
pos = 0,0
sprpriority = 2
bindtime = -1
Removetime = 52
persistent = 0
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[State ]
type = playsnd
trigger1 = animelemtime(12) = 0;パワーエフェクト開始
value = 3541,1;光の翼
channel = 1;SE

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(27) = 0;突撃開始
value = 3546,31;私の拳が光ってうなる！
channel = 0;VC
volume = 255


[State 800, 1]
type = HitDef
Trigger1 = animelemTime(31) = 0;突撃開始後１回のみ　接触用判定
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
priority = 3, Hit
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1          ;？
;p1stateno = 3401
;p2stateno = 65445
;fall = 1
Kill = 0
[State 4500, Explod]
type = Explod
trigger1 = moveguarded;突撃がガードされた
ID = 4000
postype = P1
pos = 77,-29
anim = 4023;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0


[State -2, 2nd Flash]
type = allPalFX
Trigger1 = animelemTime(31) >= 0;突撃開始後
trigger1 = movehit = 1
time = 2
add = 255,255,255
color = 0

[state target]
type = targetstate
Trigger1 = animelemTime(31) >= 0;突撃開始後
trigger1 = numtarget;タゲがとれている
trigger1 = movehit;当たった
value = 65448;タゲ拘束用

;命中＋タゲが取れた場合、次のステートへ
[state nex]
type = changestate
Trigger1 = animelemTime(31) >= 0;突撃開始後
trigger1 = numtarget;タゲがとれている
trigger1 = movehit;当たった
value = 65442

[state a20];ターゲットに途中で抜けられた場合
type = changestate
;trigger1 = animelemtime(7) = 0;バックステッポ終了後
trigger1 = animelemtime(27) = 0;突撃開始
trigger1 = !numtarget;ターゲットがいません
value = 35167;チッ・・・
ctrl = 0

[state a20]
type = changestate
trigger1 = time > 500;暫定
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 65442];ジェットファントム 連続攻撃
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65442
sprpriority = 2

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State Pos]
type = Posset
trigger1 = time = 0
Trigger2 = animelemtime(28) >= 0;８回目
Trigger2 = animelemtime(29) < 0;８回目
Trigger2 = movehit = 1
X = 0;最初の位置
[State Pos]
type = Posadd
trigger1 = time = 0
Trigger2 = animelemtime(28) >= 0;８回目
Trigger2 = animelemtime(29) < 0;８回目
Trigger2 = movehit = 1
X = -10;最初の位置設定

[State 800, 1]
type = HitDef
Trigger1 = animelemtime(1) = 0;１回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = medium;腹にどごん
pausetime = 0,0;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -12,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1 
Kill = 0
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(4) = 0;２回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = hard
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1      
Kill = 0    
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(7) = 0;３回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = medium
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1     
Kill = 0 
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(10) = 0;４回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = HARD
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1     
Kill = 0 
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(17) = 0;５回目
Trigger2 = animelemtime(20) = 0;６回目
Trigger3 = animelemtime(23) = 0;７回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = light
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1
Kill = 0
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(28) = 0;８回目
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = medium;腹にどごん
pausetime = 0,0;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1
Kill = 0


[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(1) >= 0;攻撃１回目〜
Trigger1 = animelemTime(4) < 0;攻撃２回目
Trigger1 = movehit = 1
ID = 4002;ﾋｯﾄ
postype = P1
pos = 50,-37
anim = 4002;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(4) >= 0;攻撃２回目〜
Trigger1 = animelemTime(7) < 0;攻撃３回目
Trigger1 = movehit = 1
ID = 4002;ﾋｯﾄ
postype = P1
pos = 49,-34
anim = 4002;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(7) = 0;攻撃３回目
ID = 35257;ジェノサイド横
postype = P1
pos = 49,-42
anim = 35257;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
Vfacing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(9) = 0;攻撃４回目
ID = 35256;ジェノサイド縦
postype = P1
pos = 35,-53
anim = 35256;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(17) >= 0;攻撃５回目〜
Trigger1 = animelemTime(24) < 0;攻撃７回目
Triggerall = movehit = 1
ID = 4002;ﾋｯﾄ
postype = P1
pos = 40,-47
anim = 4002;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(27) = 0;攻撃８回目
ID = 35257;ジェノサイド横
postype = P1
pos = 49,-42
anim = 35257;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State Hitspark];
type = PlaySnd
trigger1 = movehit = 1;命中時
value = 0,5
channel = 1;SE

[state target]
type = targetstate
Trigger1 = animelemtime(1) >= 0;１回目
Trigger1 = animelemtime(2) < 0;１回目
Trigger2 = animelemtime(28) >= 0;８回目
Trigger2 = animelemtime(29) < 0;８回目
triggerall = numtarget;タゲがとれている
triggerall = movehit = 1;当たった
value = 65448;タゲ拘束用

[State 810, Bind 1]
type = TargetBind
trigger1 = numtarget
trigger1 = AnimElemTime(4) >= 0;２発目以降
Trigger1 = Animelemtime(28) < 0;８回目まで
trigger1 = movehit = 1
;pos = 30,0
pos = target,const(size.ground.front)*3,0
;target,const(size.ground.front)


[state hitvel]
type = Velset
Triggerall = movehit = 1;当たった瞬間のみ
Trigger1 = animelemtime(1) >= 0
Trigger1 = animelemtime(4) < 0;次の攻撃までに
X = -12
[State Vel]
type = Veladd
Triggerall = movehit
Trigger1 = Vel X < 10.0
Trigger1 = animelemtime(1) >= 0
Trigger1 = animelemtime(7) < 0
X = 1.0
[state hitvel]
type = Velset
Triggerall = movehit = 1;当たった瞬間のみ
Trigger1 = animelemtime(28) >= 0;８回目
Trigger1 = animelemtime(29) < 0;８回目
X = -16
[State Vel]
type = Veladd
Triggerall = movehit
Trigger1 = Vel X < 10.0
Trigger1 = animelemtime(28) >= 0
Trigger1 = animelemtime(29) < 0
X = 1.0

[State Vel]
type = Velset
Trigger1 = animelemtime(7) >= 0
Trigger1 = animelemtime(28) < 0;８回目まで
X = 0.5


[State Vel]
type = velset
trigger1 = animelemtime(29) = 0;突撃開始
X = 12



[State 800, 1]
type = HitDef
Trigger1 = animelemTime(29) = 0;突撃開始後１回のみ　接触用判定
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
priority = 3, Hit
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1          ;？
;p1stateno = 3401
;p2stateno = 65445
;fall = 1
[State 4500, Explod]
type = Explod
trigger1 = moveguarded;突撃がガードされた
ID = 4000
postype = P1
pos = 77,-29
anim = 4023;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0


[State -2, 2nd Flash]
type = allPalFX
;Trigger1 = animelemTime(29) >= 0;突撃開始後
trigger1 = movehit = 1
time = 2
add = 255,255,255
color = 0

[state target]
type = targetstate
Trigger1 = animelemTime(29) >= 0;突撃開始後
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
value = 65448;タゲ拘束用

;命中＋タゲが取れた場合、次のステートへ
[state nex]
type = changestate
Trigger1 = animelemTime(29) >= 0;突撃開始後
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
value = 65443

[state a20];ターゲットに途中で抜けられた場合
type = changestate
trigger1 = animelemtime(29) = 0;突撃開始
trigger1 = !numtarget;ターゲットがいません
value = 35167;チッ・・・
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 65443];ジェットファントム フィニッシュ
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65443
sprpriority = 2

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1


[State 810, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 0,42;がきょおん！
channel = 1;SE
[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = time = 0
value = 3546,32;ジェエエエエエットファントム！
channel = 0;VC
volume = 255

[State Pos]
type = null;Posset
trigger1 = time = 0
X = 0;最初の位置
[State Pos]
type = null;Posadd
trigger1 = time = 0
X = -10;最初の位置設定

[State 800, 1]
type = HitDef
Trigger1 = animelemtime(1) = 0;ジェエエエエエット
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = HARD;
pausetime = 0,100;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -12,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1  
Kill = 0     
[State 800, 1]
type = HitDef
Trigger1 = animelemtime(4) = 0;ファントム！
id = 35100
attr = S, HA          ;
hitflag = MAF          ;
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
damage    = 60,0
getpower = 0,0
priority = 7, Hit
animtype = hard
pausetime = 0,30;
ground.slidetime = 6
ground.hittime = 30;500;拘束するために長いpauseをかけさせる
ground.velocity = -6,0
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = -1
guardsound = S0,7;S6,0
sprpriority = 1       ;
p1facing = 1;
p2facing = 1     
Kill = 0     


[State 4500, Explod]
type = Explod
Trigger1 = animelemTime(1) >= 0;突撃開始後
Trigger1 = animelemTime(4) < 0;フィニッシュまで
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
ID = 65285;横コレダー
postype = P1
pos = 46,-33
anim = 65285;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[state target]
type = targetstate
Trigger1 = animelemTime(1) >= 0;突撃開始後
Trigger1 = animelemTime(4) < 0;フィニッシュまで
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
value = 65448;タゲ拘束用
[state target]
type = targetstate
Trigger1 = animelemTime(4) >= 0;フィニッシュ
trigger1 = numtarget;タゲがとれている
trigger1 = movehit=1;当たった
value = 65449;タゲふっとばし用

[State -2, 2nd Flash]
type = allPalFX
Trigger1 = animelemTime(4) >= 0;ふぃにっしゅ
trigger1 = numtarget;タゲがとれている
trigger1 = movehit = 1;当たった
time = 4
add = 255,255,255
color = 0
;命中＋タゲが取れた場合、次のステートへ
[state nex]
type = changestate
Trigger1 = animelemTime(4) >= 0;ふぃにっしゅ
trigger1 = numtarget;タゲがとれている
trigger1 = movehit = 1;当たった
value = 65444;シメ演出

[state a20];ターゲットに途中で抜けられた場合
type = changestate
;trigger1 = animelemtime(29) = 0;突撃開始
trigger1 = !numtarget;ターゲットがいません
value = 35167;チッ・・・
ctrl = 0

[state hitvel]
type = Velset
Triggerall = movehit = 1;当たった瞬間のみ
Trigger1 = animelemtime(1) >= 0
Trigger1 = animelemtime(4) < 0;次の攻撃までに
X = -12
[State Vel]
type = Veladd
Triggerall = movehit
Trigger1 = Vel X < 10.0
Trigger1 = animelemtime(1) >= 0
Trigger1 = animelemtime(5) < 0
X = 0.5
;---------------------------------------------------------------------------
[Statedef 65444];ジェットファントム 〆
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0.5,0
ctrl = 0
anim = 65444
sprpriority = 2

[State -1];発動中無敵
Type     = NotHitBy
Trigger1 = animelemTime(1) >= 0
Value    = SCA,AA,AT,AP
Time     = 1

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State ***]
type = playsnd
Trigger1 = time = 0;命中確定
value = 3542,1;ステーク貫通
channel = 1;SE
volume = 128
persistent = 0

[State 4500, Explod]
type = Explod
Trigger1 = time = 0;命中確定
ID = 65285;横コレダー
postype = P1
pos = 56,-38
anim = 65285;
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
facing = -1
bindtime = -1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
persistent = 0

[State Pos]
type = posset
trigger1 = time = 0
X = 0
[State Pos]
type = posadd
trigger1 = time = 0
X = 0

[State vel]
type = velset
trigger1 = animelemtime(2) = 0
X = 0

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State -1]
Type     = EnvShake
trigger1 = numtarget
trigger1 = target,Pos Y >=10
Time     = 20
Freq     = 90
Ampl     = 6

[state 4002, 1];
type = null;explod
trigger1 = numtarget
trigger1 = target,Pos Y >=10
anim = 6001
id = 35102
postype = p2
pos = 0, 0
ownpal = 1
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 4;2
facing = 1
scale = 2.5,2.5
[State 810, Grab Sound]
type = PlaySnd
trigger1 = numtarget
trigger1 = target,Pos Y >=10
value = 0, 17;激突
persistent = 0

[State remexp]
type = removeexplod
trigger1 = animtime = 0
id = 15060
[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 65445];メガ・ブラスターキャノン
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65445
sprpriority = 2

[State Pow]
type = poweradd
trigger1 = time = 0
value = -1000;パワー1000消費

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State BG]
type = BGPalFX
trigger1 = 1
time = 4
;add = 0,0,0
mul = 0,0,0
;sinadd = 256,256,256,10
ignorehitpause = 1

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 32;停止時間 (int)
movetime = 32;停止無視時間 (int)

;ココラニ特殊背景関連の記述を？
[State 4500, Explod];ばっくぐらうんど
type = Explod
trigger1 = time >= 0
trigger1 = !numexplod(1005)
persistent = 0
anim = 15061
id = 15060;
postype = back;p1
pos = 0,0
sprpriority = -5
bindtime = -1
removetime = 1280;300
supermovetime = 60
ownpal = 1
scale = 1,1.1
removeongethit = 1;食らったらきえます

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP


[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = time = 0
value = 3546,40;メガ・ブラスターキャノン！
channel = 0;VC
volume = 255

[State Hit]
type = playsnd
trigger1 = animelemTime(6) = 0
value = S3541,3
channel = 1;SE

[State 4500, Helper]
type = Helper
trigger1 = animelemTime(6) = 0
helpertype = Normal
name = "BLASTER"
ID = 65446
stateno = 65446;メガブラスターキャノン
pos = 18,-56;
postype = p1
size.xscale = 1.0
size.yscale = 1.0
facing = 1
ownpal = 1
removeongethit = 1
supermovetime = 99999
pausemovetime = 99999

[State remexp]
type = removeexplod
trigger1 = animtime = 0
id = 15060

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;メガ・ブラスターキャノン（と見せかけてヴァンピーア・レーザー）
;ビーム用ヘルパー（攻撃判定もこちらで行う）
[Statedef 65446]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3;1;スパークらしきエフェクトは・・・
anim = 65446
juggle = 1
ctrl = 0
hitcountpersist = 1

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State Parent]
type = varset
trigger1 = time = 0
var(0) = 0

[State Parent]
type = varset
trigger1 = time = 160
var(0) = 1;時間がきたらフラグたてて終わらせる

[State Posfv_X]
type = varset
trigger1 = time = 0
fvar(0) = parentdist X;Pos X;X
[State Posfv_Y]
type = varset
trigger1 = time = 0
fvar(1) = parentdist Y;Pos Y;Y

[State 4501, PosSet]
type = null;PosSet
trigger1 = 1;parent, facing = 1
x = parent, Pos X - (fvar(0) * parent, facing)
y = parent, Pos Y - fvar(1)
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = -fvar(0),-fvar(1)
ignorehitpause = 1

;[State 4501, PosSet]
;type = PosSet
;trigger1 = parent, facing = -1
;x = parent, Pos X - 35
;y = parent, Pos Y - 40
;ignorehitpause = 1

;攻撃判定を持つヘルパーは自前で補正用varを持つようにする！
[State Attackfv]
type = null;varset
trigger1 = Target,Gethitvar(hitcount) >= 1
;fvar(10) = 1.0-(Target,Gethitvar(hitcount)/60.0) ;*parent,fvar(10);-(parent,Hitcount/60.0)
fvar(10) = parent,fvar(10)-(Target,Gethitvar(hitcount)/80.0)
ignorehitpause=1
;補正無し
[State Attackfv]
type = varset
trigger1 = Target,Gethitvar(hitcount) = 0
fvar(10) = 1.0 
ignorehitpause=1
;下回りした場合
[State Attackfv]
type = varset
trigger1 = fvar(10) <= 0
fvar(10) = .0 
ignorehitpause=1

[State 31020, Explod];
Type = Explod
trigger1 = time = 0
trigger1 = !numexplod(65446)
sprpriority = 5
PosType = P1
Pos = 0,0
ID = 65446
Anim = 65446;
removetime = -1
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 1,1
pausemovetime = 9999
supermovetime = 9999
[State 31020, Explod];
Type = Explod
trigger1 = var(0)
trigger1 = !numexplod(65447)
sprpriority = 5
PosType = P1
Pos = 0,0
ID = 65447
Anim = 65447
removetime = -2
bindtime = -1
ignorehitpause = 1
ownpal = 0;パレットの影響を受ける
scale = 1,1
pausemovetime = 9999
supermovetime = 9999
persistent = 0

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = var(15) = 0
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = A, HP
animtype  = Hard
damage    = ceil(8*fvar(10)),ceil(5*fvar(10));かなり当たるので威力調整には注意が必要
getpower = ifelse(enemy(0),power>=24,12,ceil(enemy(0),power/2)),0;悪いが、そちらのエネルギーをいただくぞ！
givepower = -24,0
sprpriority = 1
hitflag = MAFDP
guardflag = MA
guard.dist	= 385        ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = -1;Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = -1;S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = -1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -20,-5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -14
air.type = High
air.velocity = -20,-5
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
Kill = 1
guard.Kill = 1
;p2stateno = 4506

[State PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 225,0,10;サイコブラスター
color = 0;
ignorehitpause = 1

[State 31020, Explod];hit
Type = Explod
Trigger1 = MoveHit = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4003;真空波動ヒット
;persistent = 0
ignorehitpause = 1
ownpal = 0;
scale = 1.6,1.6

[State 6435, Helper];ガードエフェクト
Type = Explod
Trigger1 = MoveGuarded = 1
Trigger1 = NumEnemy > 0
SprPriority = 999
OnTop = 1
PosType = P1
Pos = Floor(1.0*P2Dist X)+ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), Floor(0.5*(P2Dist Y+EnemyNear,Const(Size.Mid.Pos.Y)))+ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
ID = 31000
Anim = 4023;4002+ifelse(Random%2=0,0,4);4002or4006
;persistent = 0
ignorehitpause = 1
ownpal = 0;

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 4500, Helper];爆風
type = Helper
trigger1 = numtarget
trigger1 = var(0)
helpertype = Normal
name = "BOMB"
ID = 65427
stateno = 65427
postype = p2
pos = 10,-floor(40+(Random%20))
facing = 1
ownpal = 1
persistent=0


[State North]
type = parentVarAdd;当たったら星を奪う
trigger1 = var(0)
trigger1 = movehit
trigger1 = parent,var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1


[State Beamend]
type = changeanim
trigger1 = var(0)
trigger1 = Anim = 65446
value = 65447

[State Beamend]
type = Removeexplod
trigger1 = var(0)
ID = 65446

[State ***]
type = playsnd
trigger1 = var(0)
trigger1 = Anim = 65447
trigger1 = Animelem = 1
value = 0,0

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = var(0)
trigger1 = Anim = 65447
trigger1 = Animtime = 0
;trigger2 = !AnimTime


;---------------------------------------------------------------------------
;ジェット・マグナムＳ
[Statedef 65447]
type    = S
movetype= A
physics = N
sprpriority = 1
anim = 65448
juggle = 1
ctrl = 0

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = -6,-30;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 32;停止時間 (int)
movetime = 32;停止無視時間 (int)


[State STEAK!]
type = Hitdef
trigger1 = animelemtime(1) = 0;炸裂！
attr = S, HT
animtype  = Hard
damage    = 80,2
getpower = 0,0
sprpriority = 1
hitflag = DFP;ダウン追撃技
guardflag = 
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,30
Sparkno = S-1;S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S-1;S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0,0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = High
air.velocity = 0,0
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
YAccel            = .55
fall = 1
Fall.Recover      = 0				;リカバーできるか
;palfx.add = 256,256,256
;palfx.time = 20


[State 4500, Explod]
type = Explod
trigger1 = animelemtime(3) = 0;炸裂！
ID = 65424
postype = P1
pos = 38,0
anim = 65424;ステーク炸裂
scale = 1,1;
supermovetime = 99999
pausemovetime = 99999
ontop = 1
;ownpal = 1
removetime = -2
ignorehitpause = 1
removeongethit = 1;食らったらきえます
[State FLASH]
type = AllPalFX
trigger1 = animelemtime(3) = -2;炸裂直前
;trigger1 = movehit = 1
time = 2
add = 255,255,255

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------
[StateDef 65448];ファントム当たった側１　ひるみ１（カカト）
Type      = S
MoveType  = H
Physics   = N
Ctrl      = 0
;Anim      = 65420
;velset = 0,0

[state 451,6]
type = null;screenbound
trigger1 = 1
value = 0

[State anim]
type = null;Changeanim2;
trigger1 = time = 0
value = 65420

[State Pos]
type = Posset
trigger1 = time = 0
X = 0
[State Pos]
type = null;Posadd
trigger1 = time = 0
X = 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 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = null;ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State End]
type = selfstate
trigger1 = time > 1500;ある程度そのまんまだったら自動的にもどる
value = 0
ctrl = 1


;------------------------------
[StateDef 65449];ファントム当たった側２　ふっとび
Type      = A
MoveType  = H
Physics   = N
Ctrl      = 0
;Anim      = 65420
velset = 0,0

[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State Pos]
type = posset
trigger1 = time = 0
X = 0
Y = -16

[State animUP]
type = changeanim
trigger1 = vel Y <= 0;落下前
value = 5030
[State animUP]
type = changeanim2
trigger1 = vel Y > 0;落下中
value = 65449
[State vel]
type = turn
trigger1 = vel Y > 0;落下中
Trigger1 = P2Dist X < 0

[State vel]
type = Velset
trigger1 = time = 0
Y = -1
X = 0.5
[State vel]
type = Velset
trigger1 = time = 60
Y = -18
[State vel]
type = Veladd
trigger1 = time > 60
Y = 0.4

[State Damage]
type = lifeadd
trigger1 = HitShakeOver
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = -120
Kill = 1

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

[State End]
type = null;selfstate
trigger1 = time > 1500;ある程度そのまんまだったら自動的にもどる
value = 0
ctrl = 1
;------------------------------
;OH NO! A NULL POWER!!!
[Statedef 36000]
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = Time = 0;
time = 6;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT, AP

[State Varset]
type = varset
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State BGMOFF]
type = varset
Trigger1 = Time = 0
var(20) = 0

[State BGMOFF]
type = StopSnd
Trigger1 = Time = 0
channel = 2;BGM

[State OHNO]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 0
value = 1,50;おーのーあなるぱわー
channel = 0

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

;------------------------------
;BGM停止用ヘルパー
[Statedef 37000]
ctrl = 0
anim = 99999999;10010
ownpal = 1

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

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = parent,var(20) = 1;BGMが流れ出したなら
flag = nomusic

[State END]
type = DestroySelf
triggerall = parent,prevstateno != [75000,75009]
Trigger1 = parent,var(20) = 0;var(20)がなくなったなら消えましょう
