[Statedef 500]
type = S
movetype = A
physics = S
ctrl = 0
anim = 275
;------------------------------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 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(2) = 0
lowpriority = 1
value = s5,0

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 1
trigger1 = AnimElemTime(2) = 0
lowpriority = 1
value = s7,0

[State ,100]
type = Helper
triggerall = var(59) = 0
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "fumbleAB"
ID = 20
pos = 60 + IfElse(command = "弱長", 55, 0),10
postype = p1
stateno = 510
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State ,100]
type = Helper
triggerall = var(59) > 0
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "fumbleAB"
ID = 20
pos = 60 + IfElse(P2BodyDist X - (Enemynear,Vel X * 15) > 70, 55, 0),10
postype = p1
stateno = 510
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 505]
type = S
movetype = A
physics = S
ctrl = 0
anim = 275
;------------------------------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 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(2) = 0
lowpriority = 1
value = s5,0

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 1
trigger1 = AnimElemTime(2) = 0
lowpriority = 1
value = s7,0

[State ,100]
type = Helper
triggerall = var(59) = 0
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "fumbleAB"
ID = 21
pos = 170 + IfElse(command = "中長", 55, IfElse(command = "強長", 55, 0)),10
postype = p1
stateno = 510
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State ,100]
type = Helper
triggerall = var(59) > 0
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "fumbleAB"
ID = 21
pos = 170 + IfElse(P2BodyDist X - (Enemynear,Vel X * 15) > 180, 55, 0),10
postype = p1
stateno = 510
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 510]
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 355
sprpriority = 4

[State ,100]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

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

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s21,8
persistent = 0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0 
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(6) = 0
trigger5 = AnimElemTime(7) = 0
trigger6 = AnimElemTime(9) = 0
trigger7 = 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
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0 
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(6) = 0
trigger5 = AnimElemTime(7) = 0
trigger6 = AnimElemTime(9) = 0
trigger7 = AnimElemTime(11) = 0
var(0) = ifelse(floor(25*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(25*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 = AnimElemTime(3) = 0
attr = SCA,SP
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = var(0),3 + IfElse(P2StateType = A, -3,0)
pausetime = 0,0 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 0,0
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 = 5;3
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = 0,-9
guard.velocity = -8
air.velocity = 0,-9
airguard.velocity = -4,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 4
fall = 1
fall.recover = 1
fall.recovertime = 30 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
kill = 1
guard.kill = 0
getpower = 20 * (var(54) = 0),17 * (var(54) = 0)
givepower = 6,3
p2facing = 1
ID = 20

[State ,100]
type = HitDef
triggerall = MoveContact ||  MoveReversed
trigger1 = AnimElemTime(4) = 0 
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(6) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(9) = 0
trigger6 = AnimElemTime(11) = 0
attr = SCA,SP
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = var(0) ,3 + IfElse(P2StateType = A, -3,0)
pausetime = 0,0 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 0,0
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 = 5;3
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = 0,-9
guard.velocity = -8
air.velocity = 0,-9
airguard.velocity = -4,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 4
fall = 1
fall.recover = 1
fall.recovertime = 30 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
kill = 1
guard.kill = 0
getpower = 20 * (var(54) = 0),17 * (var(54) = 0)
givepower = 6,3
p2facing = 1
ID = 20
;------------------------------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
trigger1 = AnimElemTime(3) = 1
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
trigger1 = AnimElemTime(4) = 1
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
trigger1 = AnimElemTime(5) = 1
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
trigger1 = AnimElemTime(6) = 1
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 ,100]
type = Helper
triggerall = var(56) = 0
trigger1 = AnimElemTime(7) = 1
trigger1 = HitCount = 5
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
trigger1 = AnimElemTime(9) = 1
trigger1 = HitCount = 6
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
trigger1 = AnimElemTime(11) = 1
trigger1 = HitCount = 7
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 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 3
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 4
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 5
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 6
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 7
value = s20,7
channel = 16
ignorehitpause = 1
persistent = 0

[State ,100] ;待機
type = ChangeAnim
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
physics = N

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = !MoveHit
trigger2 = MoveHit
trigger2 = NumTarget(20)
trigger2 = target(20),stateno != [5000,5035]
trigger2 = target(20),stateno != [5050,5060]
trigger3 = root,MoveHit
trigger4 = MoveHit
trigger4 = NumTarget(20)

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 355
trigger1 = root,stateno = [5000,5035]
trigger2 = root,stateno = [5050,5060]
trigger3 = NumEnemy
trigger3 = enemynear,MoveContact
;---------------------------------
;---------------------------------------------------------------------------
[Statedef 520]
type = S
physics = S
movetype = A
anim = 276
ctrl = 0
facep2 = 1
;------------------------------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 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s7,1

[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(3) = 0
helpertype = normal
name = "fumbleC"
ID = 22
pos = 40,-floor(Pos Y)
postype = p1
stateno = 525
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 525]
type = S
physics = N
movetype = A
anim = 356
velset = 2,0
ctrl = 0
sprpriority = 4

[State ,100]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

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

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(6) = 0
trigger5 = AnimElemTime(7) = 0
trigger6 = AnimElemTime(9) = 0
trigger7 = AnimElemTime(11) = 0
trigger8 = AnimElemTime(13) = 0
trigger9 = AnimElemTime(15) = 0
trigger10 = AnimElemTime(17) = 0
trigger11 = AnimElemTime(19) = 0
trigger12 = AnimElemTime(21) = 0
trigger13 = AnimElemTime(23) = 0
trigger14 = AnimElemTime(25) = 0
trigger15 = AnimElemTime(27) = 0
trigger16 = AnimElemTime(29) = 0
trigger17 = AnimElemTime(31) = 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 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(6) = 0
trigger5 = AnimElemTime(7) = 0
trigger6 = AnimElemTime(9) = 0
trigger7 = AnimElemTime(11) = 0
trigger8 = AnimElemTime(13) = 0
trigger9 = AnimElemTime(15) = 0
trigger10 = AnimElemTime(17) = 0
trigger11 = AnimElemTime(19) = 0
trigger12 = AnimElemTime(21) = 0
trigger13 = AnimElemTime(23) = 0
trigger14 = AnimElemTime(25) = 0
trigger15 = AnimElemTime(27) = 0
trigger16 = AnimElemTime(29) = 0
trigger17 = AnimElemTime(31) = 0
var(0) = ifelse(floor(25*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(25*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 = AnimElemTime(3) = 0
attr = SCA,SP
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = var(0),3+ IfElse(P2StateType = A, -3,0)
pausetime = 0,0 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 0,0
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 = 18
ground.hittime = 28
guard.hittime = 18
air.hittime = 28
guard.ctrltime = 25
airguard.ctrltime = 7
ground.velocity = 0,-10
guard.velocity = -8
air.velocity = 0,-10
airguard.velocity = -3,-0.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 4
forcestand = 1
fall = 1
fall.recover = 1
fall.recovertime = 30 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
kill = 1
guard.kill = 0
getpower = 0,0
givepower = 11,8
p2facing = 1
ID = 21

[State ,100]
type = HitDef
triggerall = MoveContact || MoveReversed
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(6) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(9) = 0
trigger6 = AnimElemTime(11) = 0
trigger7 = AnimElemTime(13) = 0
trigger8 = AnimElemTime(15) = 0
trigger9 = AnimElemTime(17) = 0
trigger10 = AnimElemTime(19) = 0
trigger11 = AnimElemTime(21) = 0
trigger12 = AnimElemTime(23) = 0
trigger13 = AnimElemTime(25) = 0
trigger14 = AnimElemTime(27) = 0
trigger15 = AnimElemTime(29) = 0
trigger16 = AnimElemTime(31) = 0
attr = SCA,SP
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = var(0),3+ IfElse(P2StateType = A, -3,0)
pausetime = 0,0 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 0,0
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 = 18
ground.hittime = 28
guard.hittime = 18
air.hittime = 28
guard.ctrltime = 25
airguard.ctrltime = 7
ground.velocity = 0,-10
guard.velocity = -8
air.velocity = 0,-10
airguard.velocity = -3,-0.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 4
forcestand = 1
fall = 1
fall.recover = 1
fall.recovertime = 30 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
kill = 1
guard.kill = 0
getpower = 0,0
givepower = 11,9
p2facing = 1
ID = 21
;------------------------------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 = 356
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 = Helper
triggerall = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
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 ,100]
type = Helper
triggerall = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 5
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 6
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 7
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 8
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 9
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 10
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 11
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 12
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 13
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 14
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 15
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 16
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 = anim = 356
triggerall = MoveHit = 1
triggerall = var(56) = 0
trigger1 = HitCount = 17
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 = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 2
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 3
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 4
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 5
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 6
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 7
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 8
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 9
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 10
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 11
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 12
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 13
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 14
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 15
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 16
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 17
value = s20,6
channel = 12
ignorehitpause = 1
persistent = 0

[State 601, ] 
type = EnvShake
trigger1 = AnimElemTime(5) = 0
time = 40
freq = 80
ampl = 8
phase = 0

[State 601, ] 
type = EnvShake
trigger1 = AnimElemTime(25) = 0
time = 20
freq = 70
ampl = 7
phase = 0

[State 601, ] 
type = EnvShake
trigger1 = AnimElemTime(35) = 0
time = 10
freq = 60
ampl = 6
phase = 0

[State ,100] ;待機
type = ChangeAnim
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
physics = N

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = !MoveHit
trigger2 = MoveHit
trigger2 = NumTarget(21) 
trigger2 = target(21),stateno != [5000,5035]
trigger2 = target(21),stateno != [5050,5060]
trigger3 = root,MoveHit
trigger4 = MoveHit
trigger4 = NumTarget(21) = 0
