[Statedef 700]
type = S
physics = S
movetype = A
anim = 260
ctrl = 0
;------------------------------各シールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3005]
trigger2 = prevstateno = [3012,3015]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s21,5

[State ,100]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "replicaA"
ID = 30
pos = 12,0
postype = p1
stateno = 701
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,1

[State ,100]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(5) = 0
value = s8,0
channel = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 701]
type = S
physics = S
movetype = I
anim = 310
ctrl = 0
sprpriority = 5

[State ,100]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State ,100]
type = ChangeAnim
triggerall = Anim = 310
trigger1 = AnimTime = 0
value = 320

[State ,100]
type = StateTypeSet
triggerall = Anim = 320
trigger1 = animelemtime(2) = 0
movetype = A

[State ,100]
type = VelSet
triggerall = Anim = 320
trigger1 = AnimElemTime(3) = 0
x = 4
y = -5

[State ,100]
type = StateTypeSet
triggerall = Anim = 320
trigger1 = animelemtime(3) = 0
statetype = A
physics = A

[State ,100]
type = VelSet
triggerall = Anim = 320
trigger1 = AnimElemTime(8) = 0
x = -2
y = -7.5

[State ,100]
type = Explod
triggerall = Anim = 320
trigger1 = AnimElemTime(8) = 0
anim = 321
ID = 200
pos = 0,0
postype = p1
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1

[State 181, ランダム]
type = VarRandom
triggerall = Anim = 320
trigger1 = AnimElemTime(9) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100] ;ダメージ
type = VarSet
triggerall = Anim = 320
trigger1 = AnimElemTime(9) = 0
var(0) = ifelse(floor(80*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(80*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)),1)

[State ,100]
type = HitDef
triggerall = Anim = 320
trigger1 = AnimElemTime(9) = 0
attr = SCA,SA
hitflag = MAFD
guardflag = HA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = var(0),8 + IfElse(P2StateType = A, -8,0)
pausetime = 11,11 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0)) ;原作に似せて+1
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
ground.slidetime = 0
guard.slidetime = 14
ground.hittime = 30
guard.hittime = 14
air.hittime = 32
guard.ctrltime = 21
airguard.ctrltime = 7
guard.velocity = -8
airguard.velocity = -3,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5
p2stateno = 702 + IfElse(P2StateType = A, 1,0)
fall = 1
fall.recover = IfElse(P2MoveType = A,0,1)
fall.recovertime = 45
air.fall = 0
id = 30
kill = 1
guard.kill = 0
getpower = 70 * (var(54) = 0),59 * (var(54) = 0)
givepower = 21,10
envshake.time = 10
envshake.freq = 60
envshake.ampl = 4
p2facing = 1

[State ,100] ;上80%
type = ParentVarSet
triggerall = Anim = 320
triggerall = AnimElemTime(9) = 1 && MoveHit
trigger1 = root,fvar(0) >= 0.80
fvar(0) = 0.80
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = root,var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State ,100]
type = VarAdd
triggerall = Anim = 320
triggerall = AnimElemTime(14) > 0
trigger1 = time
var(1) = 1

[State ,100]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-floor(var(1)*18.3),floor(var(1)*18.3)

[State ,100] ;待機
type = ChangeAnim
trigger1 = var(1) = 15
value = 500

[State ,100] ;待機
type = VelSet
trigger1 = anim = 500
x = 0
y = 0

[State ,100] ;待機
type = StateTypeSet
trigger1 = anim = 500
movetype = I
physics = N

[State 190, 0]
type = PlaySnd
triggerall = MoveHit
triggerall = NumTarget(30) 
trigger1 = target(30), Pos Y >= 0 
value = s20,14
persistent = 0

[State ,100]
type = Explod
triggerall = MoveHit
triggerall = NumTarget(30)
trigger1 = target(30), Pos Y >= 0 
anim = 507 + IfElse(target(30),stateno = 703,123,0)
ID = 8
pos = 0,root,floor(Pos Y) + 10
postype = p2
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
sprpriority = -2
ownpal = 1 
persistent = 0

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = !MoveHit
trigger2 = MoveHit
trigger2 = NumTarget(30) 
trigger2 = target(30),stateno != [702,705]
trigger2 = target(30),stateno != [5000,5035]
trigger2 = target(30),stateno != [5050,5060]
trigger3 = MoveHit
trigger3 = NumTarget(30) = 0
trigger4 = root,MoveHit
;---------------------------------------------------------------------------
[Statedef 702]
movetype = H
physics = N
ctrl = 0
sprpriority = 0

[State ,100]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 505

[State ,100]
type = null;VelSet
triggerall = Anim = 505
trigger1 = AnimTime = 0
x = 0
y = 5

[State ,100]
type = ChangeState
;trigger1 = Pos Y >= 0 
triggerall = Anim = 505
trigger1 = AnimTime = 0
value = 704
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 703]
movetype = H
physics = N
ctrl = 0
sprpriority = 0

[State ,100]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 506

[State ,100]
type = VelSet
triggerall = Anim = 506
trigger1 = AnimTime = 0
x = 0
y = 12

[State ,100]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
triggerall = Anim = 506
trigger1 = AnimTime = 0
value = 5061

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
triggerall = Anim = 506
trigger1 = AnimTime = 0
value = 5050

[State ,100]
type = ChangeState
trigger1 = Pos Y >= 0 
value = 704
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 704]
type = L
movetype = H
physics = N
ctrl = 0

[State ,100]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State ,100]
type = PosSet
trigger1 = time = 0
y = 0

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 504

[State ,100]
type = EnvShake
trigger1 = time = 0
time = 8
freq = 60
ampl = 7

[State ,100]
type = ChangeState
triggerall = Anim = 504
trigger1 = AnimTime = 0
value = 705
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 705]
type = A
movetype = H
physics = A
ctrl = 0

[State ,100]
type = VelSet
trigger1 = time = 0
x = 0
y = -10

[State ,100]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
trigger1 = time = 0
value = 5030

[State ,100]
type = SelfState
trigger1 = time > 29
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 710]
type = S
physics = S
movetype = A
anim = 261
ctrl = 0
;------------------------------各シールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3005]
trigger2 = prevstateno = [3012,3015]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s21,5

[State ,100]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "replicaB"
ID = 31
pos = 12,0
postype = p1
stateno = 711
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,1

[State ,100]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(5) = 0
value = s8,0
channel = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 711]
type = S
physics = S
movetype = I
anim = 325
ctrl = 0
sprpriority = 5

[State ,100]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State ,100]
type = ChangeAnim
triggerall = Anim = 325
trigger1 = AnimTime = 0
value = 326

[State ,100]
type = AttackDist
triggerall = Anim = 326
trigger1 = AnimElemTime(12) < 0
value = 320

[State ,100]
type = StateTypeSet
trigger1 = Anim = 326
movetype = A
persistent = 0

[State ,100]
type = StateTypeSet
triggerall = Anim = 326
trigger1 = animelemtime(8) = 0
physics = N

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(8) = 0
x = 10

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(16) = 0
x = 8.5

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(16) = 1
x = 7

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(17) = 0
x = 5.75

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(17) = 1
x = 4.5

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(18) = 0
x = 3.375

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(19) = 0
x = 2.25

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(20) = 0
x = 1.125

[State ,100]
type = VelSet
triggerall = Anim = 326
trigger1 = AnimElemTime(21) = 0
x = 0

[State ,100]
type = Explod
triggerall = Anim = 326
trigger1 = AnimElemTime(9) = 0
anim = 327
ID = 201
pos = 0,0
postype = p1
bindtime = 9
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1

[State 181, ランダム]
type = VarRandom
triggerall = Anim = 326
trigger1 = AnimElemTime(11) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100] ;ダメージ
type = VarSet
triggerall = Anim = 326
trigger1 = AnimElemTime(11) = 0
var(0) = ifelse(floor(120*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(120*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)),1)

[State ,100]
type = HitDef
triggerall = Anim = 326
trigger1 = root,stateno != 280
trigger1 = AnimElemTime(11) = 0
trigger2 = root,stateno = 280
trigger2 = root,AnimElemTime(2) != [0,1]
trigger2 = AnimElemTime(11) = 0
trigger3 = root,stateno = 280
trigger3 = root,AnimElemTime(2) = [0,1]
trigger3 = !root,MoveHit
trigger3 = AnimElemTime(11) = 1
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),12 + IfElse(P2StateType = A, -12,0)
pausetime = 11,10+ IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
ground.slidetime = 0
guard.slidetime = 14
ground.hittime = 28
guard.hittime = 14
air.hittime = 28
guard.ctrltime = 21
airguard.ctrltime = 7
ground.velocity = -2,-6
guard.velocity = -6
air.velocity = -2,-6
airguard.velocity = -3,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5
fall = 1
fall.recover = 1
fall.recovertime = IfElse(P2StateType = A, 40,9999) + IfElse(P2MoveType = A,9999,0)
air.fall = 1
id = 31
kill = 1
guard.kill = 0
getpower = 100 * (var(54) = 0),85 * (var(54) = 0)
givepower = 30,15
envshake.time = 11
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
;++++++++++++++++++++++++++++++++++++++++極死投げ
[State ,100]
type = VarSet
trigger1 = root,var(7) = 2
var(1) = 1
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = root,var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = PowerAdd
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 100
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State ,100]
type = EnvShake
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
time = 11
freq = 60
ampl = 4
ignorehitpause = 1
persistent = 0

[State ,100] ;停止
type = ChangeAnim
triggerall = AnimElemTime(11) = 1
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 508
ignorehitpause = 1
persistent = 0

[State ,100] ;停止
type = ChangeAnim
triggerall = AnimElemTime(11) = 2
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 509
ignorehitpause = 1
persistent = 0

[State ,100] ;停止
type = ChangeAnim
triggerall = AnimElemTime(11) = 3
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 510
ignorehitpause = 1
persistent = 0

[State ,100] ;停止
type = VelSet
trigger1 = Anim = 508 && AnimElemTime(1) = [0,9]
trigger2 = Anim = 509 && AnimElemTime(1) = [0,9]
trigger3 = Anim = 510 && AnimElemTime(1) = [0,9]
x = 0
ignorehitpause = 1

[State ,100] ;移動
type = VelSet
trigger1 = Anim = 508 && AnimElemTime(2) = 0
trigger2 = Anim = 509 && AnimElemTime(2) = 0
trigger3 = Anim = 510 && Animtime = 0
x = 10
ignorehitpause = 1

[State ,100] ; 変更
type = ChangeAnim
trigger1 = Anim = 508 && Animtime = 0
trigger2 = Anim = 509 && Animtime = 0
trigger3 = Anim = 510 && Animtime = 0
value = 326
elem = 12
ignorehitpause = 1
persistent = 0

[State ,100]
type = VarSet
triggerall = Anim = 326
trigger1 = AnimElemTime(12) = 0
var(1) = 0
ignorehitpause = 1
;++++++++++++++++++++++++++++++++++++++++極死投げ
[State ,100] ;上80%
type = ParentVarSet
triggerall = Anim = 326
triggerall = AnimElemTime(11) = [0,1]
trigger1 = root,fvar(0) >= 0.80
fvar(0) = 0.80
ignorehitpause = 1
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State ,100]
type = VarAdd
triggerall = Anim = 326
triggerall = AnimElemTime(18) > 0
trigger1 = time
var(2) = 1

[State ,100]
type = Trans
trigger1 = time
trans = addalpha
alpha = 256-floor(var(2)*23.3),floor(var(2)*23.3)

[State ,100]
type = DisplayToClipboard
trigger1 = 1
text = "V1=%d V2=%d Anim=%d"
params = var(1),var(2),AnimElemTime(18) > 0
ignorehitpause = 1

[State ,100] ;待機
type = ChangeAnim
trigger1 = var(2) = 12
value = 500

[State ,100] ;待機
type = VelSet
trigger1 = anim = 500
x = 0
y = 0

[State ,100] ;待機
type = StateTypeSet
trigger1 = anim = 500
movetype = I
physics = N

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = !MoveHit
trigger2 = MoveHit
trigger2 = NumTarget(31) 
trigger2 = target(31),stateno != [5000,5035]
trigger2 = target(31),stateno != [5050,5060]
trigger3 = MoveHit
trigger3 = NumTarget(31) = 0
trigger4 = root,MoveHit
;---------------------------------------------------------------------------
[Statedef 715]
type = S
movetype = A
physics = S
ctrl = 0
anim = 262
;------------------------------各シールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3005]
trigger2 = prevstateno = [3012,3015]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s21,5

[State ,100]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "replicaC"
ID = 32
pos = 32,0
postype = p1
stateno = 716
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,1

[State ,100]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(5) = 0
value = s8,0
channel = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 716]
type = S
movetype = I
physics = S
ctrl = 0
anim = 330
sprpriority = 5

[State ,100]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State ,100]
type = ChangeAnim
triggerall = Anim = 330
trigger1 = AnimTime = 0
value = 331

[State ,100]
type = StateTypeSet
triggerall = Anim = 331
trigger1 = animelemtime(1) = 0
movetype = A

[State ,100]
type = PlaySnd
triggerall = Anim = 331
trigger1 = AnimElemTime(13) = 0
value = s21,1

[State ,100]
type = Explod
triggerall = Anim = 331
trigger1 = AnimElemTime(13) = 0
anim = 332
ID = 202
pos = 0,0
postype = p1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1

[State 181, ランダム]
type = VarRandom
triggerall = Anim = 331
trigger1 = AnimElemTime(15) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100] ;ダメージ
type = VarSet
triggerall = Anim = 331
trigger1 = AnimElemTime(15) = 0
var(0) = ifelse(floor(160*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(160*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)),1)

[State ,100]
type = HitDef
triggerall = Anim = 331
trigger1 = root,stateno != 280
trigger1 = AnimElemTime(15) = 0
trigger2 = root,stateno = 280
trigger2 = root,AnimElemTime(2) != [0,1]
trigger2 = AnimElemTime(15) = 0
trigger3 = root,stateno = 280
trigger3 = root,AnimElemTime(2) = [0,1]
trigger3 = !root,MoveHit
trigger3 = AnimElemTime(15) = 1
attr = SCA,SA
hitflag = MAFD
guardflag = M
animtype = back
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),16
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
guard.slidetime = 17
ground.hittime = 28
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 24
ground.velocity = -2,-7
guard.velocity = -7
air.velocity = -2,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sprpriority = 5
fall = 1
fall.recover = 1
fall.recovertime = 38 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
id = 32
kill = 1
guard.kill = 0
getpower = 140 * (var(54) = 0),119 * (var(54) = 0)
givepower = 42,21
envshake.time = 11
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
;++++++++++++++++++++++++++++++++++++++++極死投げ
[State ,100]
type = VarSet
trigger1 = root,var(7) = 1
var(1) = 1
ignorehitpause = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = root,var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = PowerAdd
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 140
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State ,100]
type = EnvShake
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
time = 11
freq = 60
ampl = 4
ignorehitpause = 1
persistent = 0

[State ,100] ;停止
type = ChangeAnim
triggerall = AnimElemTime(15) = 1
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 511
ignorehitpause = 1
persistent = 0

[State ,100] ;停止
type = ChangeAnim
triggerall = AnimElemTime(15) = 2
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 512
ignorehitpause = 1
persistent = 0

[State ,100] ;停止
type = ChangeAnim
triggerall = AnimElemTime(15) = 3
triggerall = enemynear,anim = 501
triggerall = enemynear,stateno = 282
trigger1 = var(1) = 1
value = 513
ignorehitpause = 1
persistent = 0

[State ,100] ; 変更
type = ChangeAnim
trigger1 = Anim = 511 && Animtime = 0
trigger2 = Anim = 512 && Animtime = 0
trigger3 = Anim = 513 && Animtime = 0
value = 331
elem = 16
ignorehitpause = 1
persistent = 0

[State ,100]
type = VarSet
triggerall = Anim = 331
trigger1 = AnimElemTime(16) = 0
var(1) = 0
ignorehitpause = 1
;++++++++++++++++++++++++++++++++++++++++極死投げ
[State ,100] ;上80%
type = ParentVarSet
triggerall = Anim = 331
triggerall = AnimElemTime(15) = [0,1]
trigger1 = root,fvar(0) >= 0.80
fvar(0) = 0.80
ignorehitpause = 1
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State ,100]
type = VarAdd
;triggerall = Anim = 331
trigger1 = AnimElemTime(24) > 0
var(2) = 1

[State ,100]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(2)*32,var(2)*32
ignorehitpause = 1

[State ,100]
type = DisplayToClipboard
trigger1 = 1
text = "V1=%d V2=%d \nAnim=%d"
params = var(1),var(2),AnimElemTime(24) > 0
ignorehitpause = 1

[State ,100] ;待機
type = ChangeAnim
trigger1 = var(2) = 9
value = 500

[State ,100] ;待機
type = StateTypeSet
trigger1 = anim = 500
movetype = I

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = !MoveHit
trigger2 = MoveHit
trigger2 = NumTarget(32) 
trigger2 = target(32),stateno != [5000,5035]
trigger2 = target(32),stateno != [5050,5060]
trigger3 = MoveHit
trigger3 = NumTarget(32) = 0
trigger4 = root,MoveHit
;---------------------------------------------------------------------------
[Statedef 720]
type = S
movetype = A
physics = S
ctrl = 0
anim = 263
;------------------------------各シールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3005]
trigger2 = prevstateno = [3012,3015]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------スーパーキャンセル
[State ,100] ;乗65%
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = 410
trigger2 = prevstateno = 500
trigger2 = prevstateno = 505
fvar(0) = fvar(0) * 0.65

[State ,100] ;小数点第三位切り捨て操作
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = 410
trigger2 = prevstateno = 500
trigger2 = prevstateno = 505
fvar(0) = floor(fvar(0) * 100)

[State ,100] ;元に戻す
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = 410
trigger2 = prevstateno = 500
trigger2 = prevstateno = 505
fvar(0) = fvar(0) / 100
;------------------------------
[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s21,5

[State ,100]
type = SuperPause
trigger1 = AnimElemTime(2) = 0
time = 30
anim = -1
sound = s20,11
movetime = 0
darken = 0
p2defmul = 1

[State ,100]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal 
pos = 128,-floor(ScreenPos Y) + floor(Pos Y) + 128
postype = back
stateno = 10000
name = "cut_in"
ID = 10000
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 30

[State ,100]
type = Helper
trigger1 = AnimElemTime(2) = 2
helpertype = normal
name = "replicaEx"
ID = 33
pos = 32,0
postype = p1
stateno = 721
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s8,1
channel = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 721]
type = S
movetype = A
physics = S
ctrl = 0
anim = 335
sprpriority = 5

[State ,100]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 181, ランダム]
type = VarRandom
triggerall = anim = 335
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(8) = 0
trigger4 = AnimElemTime(11) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100] ;ダメージ
type = VarSet
triggerall = anim = 335
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(8) = 0
trigger4 = AnimElemTime(11) = 0
var(0) = ifelse(floor(20*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(20*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)),1)

[State ,100]
type = HitDef
triggerall = anim = 335
trigger1 = AnimElemTime(2) = 0
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),2+ IfElse(P2StateType = A, -2,0)
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
ground.slidetime = 13
guard.slidetime = 17
ground.hittime = 17
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 23
airguard.ctrltime = 7
ground.velocity = -6,0
guard.velocity = -8
air.velocity = -1,-6
airguard.velocity = -3 ,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5
fall = 0
fall.recover = 1
fall.recovertime = 36 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
id = 33
kill = 1
guard.kill = 0
getpower = 0,0
givepower = 11,8
envshake.time = 7
envshake.freq = 60
envshake.ampl = 4
p2facing = 1

[State ,100]
type = HitDef
triggerall = MoveContact || MoveReversed
triggerall = anim = 335
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(8) = 0
trigger3 = AnimElemTime(11) = 0
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),2+ IfElse(P2StateType = A, -2,0)
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 7,6
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
ground.slidetime = 13
guard.slidetime = 17
ground.hittime = 17
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 23
airguard.ctrltime = 7
ground.velocity = -6,0
guard.velocity = -8
air.velocity = -1,-6
airguard.velocity = -3 ,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5
fall = 0
fall.recover = 1
fall.recovertime = 36 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
id = 33
kill = 1
guard.kill = 0
getpower = 0,0
givepower = 11,9
envshake.time = 7
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = root,var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 2
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 3
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 4
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
triggerall = anim = 335
trigger1 = HitCount = 1
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
triggerall = anim = 335
trigger1 = HitCount = 2
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
triggerall = anim = 335
trigger1 = HitCount = 3
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
triggerall = anim = 335
trigger1 = HitCount = 4
value = s21,4
channel = 4
ignorehitpause = 1
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = Anim = 335
trigger1 = AnimTime = 0
value = 336

[State ,100]
type = Helper
triggerall = Anim = 336
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "replicaRing"
ID = 34
pos = 45,5
postype = p1
stateno = 722
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State ,100]
type = Helper
triggerall = Anim = 336
trigger1 = AnimElemTime(14) = 0
helpertype = normal
name = "replicaRing"
ID = 35
pos = 45,5
postype = p1
stateno = 722
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State ,100]
type = VarAdd
triggerall = Anim = 336
triggerall = AnimElemTime(17) > 0
trigger1 = time
var(1) = 1

[State ,100]
type = Trans
trigger1 = time
trans = addalpha
alpha = 256-var(1)*16,var(1)*16

[State ,100] ;待機
type = ChangeAnim
triggerall = anim = 336
trigger1 = animtime = 0
value = 500

[State ,100] ;待機
type = VelSet
trigger1 = anim = 500
x = 0
y = 0

[State ,100] ;待機
type = StateTypeSet
trigger1 = anim = 500
movetype = I

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = NumHelper(34) = 0
trigger1 = NumHelper(35) = 0

[State ,100]
type = ParentVarSet
triggerall = NumHelper(34)
trigger1 = Helper(34),HitCount = 1
fvar(0) = root,fvar(0) * 0.80
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
triggerall = NumHelper(35)
trigger1 = Helper(35),HitCount = 1
fvar(0) = root,fvar(0) * 0.80
ignorehitpause = 1
persistent = 0

[State ,100] ;小数点第三位切り捨て操作
type = ParentVarSet
trigger1 = NumHelper(34)
trigger2 = NumHelper(35)
fvar(0) = floor(root,fvar(0) * 100)
ignorehitpause = 1

[State ,100] ;元に戻す
type = ParentVarSet
trigger1 = NumHelper(34)
trigger2 = NumHelper(35)
fvar(0) = root,fvar(0) / 100
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 722]
type = S
movetype = A
physics = N
ctrl = 0
anim = 337
sprpriority = 5

[State ,100]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State ,100]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State ,100]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5

[State ,100]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 6

[State ,100]
type = VelSet
trigger1 = AnimElemTime(10) = 0
x = 7

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(5) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100] ;ダメージ
type = VarSet
trigger1 = 1
var(0) = ifelse(floor(180*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(180*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)),1)

[State ,100]
type = HitDef
trigger1 = 1
attr = SCA,SP
hitflag = MAFD
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),18 + IfElse(P2StateType = A, -18,0)
pausetime = 0,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
ground.slidetime = 13
guard.slidetime = 14
ground.hittime = 14
guard.hittime = 14
air.hittime = 18
guard.ctrltime = 21
airguard.ctrltime = 7
ground.velocity = -9,0
guard.velocity = -8
air.velocity = -1.5,-5
airguard.velocity = -3,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5
fall = 0
fall.recover = 1
fall.recovertime = 28 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
id = 34
kill = 1
guard.kill = 0
getpower = 0,0
givepower = 11 ,9
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = root,var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = anim = 337
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State ,100]
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State ,100]
type = VarSet
triggerall = anim = 337
trigger1 = AnimElemTime(6) <= 0
var(1) = 1
ignorehitpause = 1

[State ,100]
type = VarSet
triggerall = anim = 337
trigger1 = AnimElemTime(6) >= 1
var(1) = 2
ignorehitpause = 1

[State ,100]
type = ChangeAnim
trigger1 = MoveGuarded
trigger2 = MoveReversed
value = 339
ignorehitpause = 1
persistent = 0

[State ,100]
type = ChangeAnim
trigger1 = MoveHit
value = 514
ignorehitpause = 1
persistent = 0

[State ,100]
type = Pause
triggerall = anim = 514
triggerall = var(1) = 1
trigger1 = MoveHit = 1
trigger2 = MoveHit = 2
trigger3 = MoveHit = 3
trigger4 = MoveHit = 4
trigger5 = MoveHit = 5
trigger6 = MoveHit = 6
time = 2
ignorehitpause = 1

[State ,100]
type = Pause
triggerall = anim = 514
triggerall = var(1) = 2
trigger1 = MoveHit = 1
trigger2 = MoveHit = 7
time = 1
ignorehitpause = 1

[State ,100]
type = Pause
triggerall = anim = 514
triggerall = var(1) = 2
trigger1 = MoveHit = 2
trigger2 = MoveHit = 3
trigger3 = MoveHit = 4
trigger4 = MoveHit = 5
trigger5 = MoveHit = 6
time = 2
ignorehitpause = 1

[State ,100]
type = VelSet
trigger1 = anim = 339
trigger2 = anim = 514
x = 0

[State ,100]
type = Explod
triggerall = anim = 337
trigger1 = AnimElemTime(6) = 1
anim = 338
ID = 203
pos = 0,0
postype = p1
bindtime = 9999
removetime = 9999
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ownpal = 1
persistent = 0

[State 100,00]
type = RemoveExplod
trigger1 = MoveHit = 14
trigger2 = MoveGuarded = 12
trigger3 = anim = 337
trigger3 = time = 45
trigger4 = MoveReversed = 12
trigger5 = FrontEdgeDist < -100
ID = 203

[State ,100] ;待機
type = ChangeAnim
triggerall = anim = 339 || anim = 514
trigger1 = animtime = 0
value = 500

[State ,100] ;待機
type = VelSet
trigger1 = anim = 500
x = 0
y = 0

[State ,100] ;待機
type = StateTypeSet
trigger1 = anim = 500
movetype = I

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = MoveHit
trigger1 = NumTarget(34) 
trigger1 = target(34),stateno != [5000,5035]
trigger1 = target(34),stateno != [5050,5060]
trigger2 = MoveHit
trigger2 = NumTarget(34) = 0
trigger3 = root,MoveHit
trigger4 = FrontEdgeDist < -100
trigger5 = !MoveHit

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 337
trigger1 = time = 45
