[Statedef 400]
type = S
movetype = A
physics = S
ctrl = 0
anim = 265
;------------------------------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 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s5,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s21,6

[State ,100]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "yokoA"
ID = 10
pos = 15,15
postype = p1
stateno = 405
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.8
size.yscale = 0.8

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 405]
movetype = A
physics = N
ctrl = 0
anim = 340
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 || AnimElemTime(4) = 0 || 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 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
trigger3 = AnimElemTime(5) = 0
var(0) = ifelse(floor(50*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(50*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
trigger2 = AnimElemTime(4) = 0 && MoveContact
trigger3 = AnimElemTime(5) = 0 && MoveContact
trigger4 = AnimElemTime(4) = 0 && MoveReversed
trigger5 = AnimElemTime(5) = 0 && MoveReversed
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),5 + IfElse(P2StateType = A, -5,0)
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 = -15+floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),-15+floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17
ground.hittime = 16
guard.hittime = 17
air.hittime = 10
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -5,0
guard.velocity = -10
air.velocity = -2.5,-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
forcestand = 0
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 60 * (var(54) = 0),51 * (var(54) = 0)
givepower = 18,9
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
ID = 10
sprpriority = 4
;------------------------------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 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 ,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(10) 
trigger2 = target(10),stateno != [5000,5035]
trigger2 = target(10),stateno != [5050,5060]
trigger3 = MoveHit
trigger3 = NumTarget(10) = 0
trigger4 = root,MoveHit

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 340
trigger1 = root,stateno = [5000,5035]
trigger2 = root,stateno = [5050,5060]
trigger3 = NumEnemy
trigger3 = enemynear,MoveContact
;---------------------------------------------------------------------------
[Statedef 410]
type = S
movetype = A
physics = S
ctrl = 0
anim = 266
;------------------------------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 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s5,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s21,6

[State ,100]
type = Helper
trigger1 = AnimElemTime(6) = 2
helpertype = normal
name = "yokoB"
ID = 11
pos = 20,30
postype = p1
stateno = 415
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.9
size.yscale = 0.9

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 415]
movetype = A
physics = N
ctrl = 0
anim = 341
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 || AnimElemTime(4) = 0 || 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 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
trigger3 = AnimElemTime(5) = 0 
var(0) = ifelse(floor(70*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(70*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,SA
hitflag = MAFD
guardflag = MA
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),7 + IfElse(P2StateType = A, -7,0)
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 = -20+floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),-30+floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17
ground.hittime = 16
guard.hittime = 17
air.hittime = 10
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -5,0
guard.velocity = -10
air.velocity = -2.5,-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
forcestand = 0
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 75 * (var(54) = 0),63 * (var(54) = 0)
givepower = 22,11
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
ID = 11
sprpriority = 4

[State ,100]
type = HitDef
trigger1 = AnimElemTime(4) = 0 && MoveContact
trigger2 = AnimElemTime(4) = 0 && MoveReversed
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),7 + IfElse(P2StateType = A, -7,0)
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 = -20+floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),-30+floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17
ground.hittime = 16
guard.hittime = 17
air.hittime = 10
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -5,0
guard.velocity = -10
air.velocity = -2.5,-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
forcestand = 0
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 75 * (var(54) = 0),64 * (var(54) = 0)
givepower = 23,11
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
ID = 11
sprpriority = 4

[State ,100]
type = HitDef
trigger1 = AnimElemTime(5) = 0 && MoveContact
trigger2 = AnimElemTime(5) = 0 && MoveReversed
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = medium
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),7 + IfElse(P2StateType = A, -7,0)
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 = -20+floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),-30+floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,root,var(25),-root,var(25))
hitsound = -1
guardsound = s20,3
ground.type = High
air.type = Low
ground.slidetime = 16
guard.slidetime = 17
ground.hittime = 16
guard.hittime = 17
air.hittime = 10
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -5,0
guard.velocity = -10
air.velocity = -2.5,-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
forcestand = 0
fall = 0
fall.recover = 1
fall.recovertime = 18 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
kill = 1
guard.kill = 0
getpower = 75 * (var(54) = 0),64 * (var(54) = 0)
givepower = 22,11
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
p2facing = 1
ID = 11
sprpriority = 4
;------------------------------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 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 ,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(11) 
trigger2 = target(11),stateno != [5000,5035]
trigger2 = target(11),stateno != [5050,5060]
trigger3 = MoveHit
trigger3 = NumTarget(11) = 0
trigger4 = root,MoveHit

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 341
trigger1 = root,stateno = [5000,5035]
trigger2 = root,stateno = [5050,5060]
trigger3 = NumEnemy
trigger3 = enemynear,MoveContact
;---------------------------------------------------------------------------
[Statedef 420]
type = S
movetype = A
physics = S
ctrl = 0
anim = 267
;------------------------------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 115, 1]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA

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

[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 = 9999
pausemovetime = 9999

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

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s21,6

[State ,100]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "yokoC"
ID = 12
pos = 30,65
postype = p1
stateno = 425
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.2
size.yscale = 1.2

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 425]
movetype = A
physics = N
ctrl = 0
anim = 342
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(8) = 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(8) = 0
var(0) = ifelse(floor(62*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(62*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,SA
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),6 + IfElse(P2StateType = A, -6,0)
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 = -30+floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),-65+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 = 17
ground.hittime = 8
guard.hittime = 17
air.hittime = 8
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = -2.5,-5
guard.velocity = -10
air.velocity = -2.5,-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
p2facing = 1
forcestand = 1
fall = 0
fall.recover = 1
fall.recovertime = 0
air.fall = 1
guard.kill = 0
getpower = 0,0
givepower = 11,8
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
ID = 12
sprpriority = 4

[State ,100]
type = HitDef
triggerall = MoveContact || MoveReversed
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(6) = 0
trigger4 = AnimElemTime(7) = 0
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),6 + IfElse(P2StateType = A, -6,0)
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 = -30+floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),-65+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 = 17
ground.hittime = 8
guard.hittime = 17
air.hittime = 8
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = 0,-5
guard.velocity = -10
air.velocity = -2.5,-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
p2facing = 1
forcestand = 1
fall = 0
fall.recover = 1
fall.recovertime = 0
air.fall = 1
guard.kill = 0
getpower = 0,0
givepower = 11,9
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
ID = 12
sprpriority = 4

[State ,100]
type = HitDef
trigger1 = AnimElemTime(8) = 0 && MoveContact
trigger2 = AnimElemTime(8) = 0 && MoveReversed
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),6 + IfElse(P2StateType = A, -6,0)
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 = -30+floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,root,var(25),-root,var(25)),-65+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 = 17
ground.hittime = 8
guard.hittime = 17
air.hittime = 8
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = 0,-5
guard.velocity = -10
air.velocity = 0,0
airguard.velocity = -3,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 430
forcestand = 1
fall = 0
fall.recover = 1
fall.recovertime = 0
air.fall = 1
guard.kill = 0
getpower = 0,0
givepower = 11,9
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
ID = 12
sprpriority = 4

[State ,100] ;	乗95% 
;		爪のアニメは全て１フレーム。ヒットポーズ中は攻撃を出したアニメで止まります。見た目でも攻撃を出したアニメで止まっています。
;		ですが・・・トリガーはヒットポーズ中に、一つ先のアニメを返します。謎。
;		persistent = 0を使わないと常にトリガーが引かれてしまいます。
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.95
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(4) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.95
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(5) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.95
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(6) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.95
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(7) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.95
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(8) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.95
ignorehitpause = 1
persistent = 0

[State ,100] ;小数点第三位切り捨て操作
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(5) = 1
trigger4 = AnimElemTime(6) = 1
trigger5 = AnimElemTime(7) = 1
trigger6 = AnimElemTime(8) = 1
fvar(0) = floor(root,fvar(0) * 100)
ignorehitpause = 1

[State ,100] ;元に戻す
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(5) = 1
trigger4 = AnimElemTime(6) = 1
trigger5 = AnimElemTime(7) = 1
trigger6 = AnimElemTime(8) = 1
fvar(0) = root,fvar(0) / 100
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 = 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 ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
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
triggerall = HitPauseTime = 6
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 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 ,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 190, 0]
type = PlaySnd
trigger1 = NumTarget(12)
trigger1 = target(12),stateno = [431,456]
trigger1 = target(12),anim = 503
value = s20,13
persistent = 0

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 500
trigger1 = !MoveHit
trigger2 = MoveHit
trigger2 = NumTarget(12) 
trigger2 = target(12),stateno != [430,485]
trigger2 = target(12),stateno != [5000,5035]
trigger2 = target(12),stateno != [5050,5060]
trigger3 = MoveHit
trigger3 = NumTarget(12) = 0
trigger4 = root,MoveHit

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 342
trigger1 = root,stateno = [5000,5035]
trigger2 = root,stateno = [5050,5060]
trigger3 = NumEnemy
trigger3 = enemynear,MoveContact
;---------------------------------------------------------------------------
[Statedef 430]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 115, 1]
type = NotHitBy
trigger1 = time > 6
value = SCA

[State 115, 1]
type = PlayerPush
trigger1 = time > 6
value = 0

[State 195, ]
type = ChangeAnim2
trigger1 = time = 0
value = 502

[State ,100]
type = VelSet
trigger1 = time = 7
x = -11.25

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 7
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 195, ステート変更]
type = ChangeState
triggerall = time = 7
trigger1 = BackEdgeBodyDist = 2 || BackEdgeBodyDist = 0
value = 431
ctrl = 0

[State 195, ステート変更]
type = ChangeState
triggerall = time > 7
triggerall = time < 33
trigger1 = BackEdgeBodyDist = 2 || BackEdgeBodyDist = 0
trigger2 = Vel X = 0
value = 424 + time 
ctrl = 0

[State 195, ステート変更]
type = ChangeState
triggerall = time > 32
trigger1 = BackEdgeBodyDist = 2 || BackEdgeBodyDist = 0
trigger2 = time = 60
value = 456
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 431]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 460
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 432]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 461
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 433]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 462
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 434]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 463
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 435]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 464
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 436]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 465
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 437]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 466
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 438]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 467
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 439]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 468
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 440]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 469
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 441]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 470
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 442]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 471
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 443]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 472
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 444]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 473
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 445]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 474
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 446]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 475
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 447]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 476
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 448]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 477
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 449]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 478
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 450]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 479
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 451]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 480
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 452]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 481
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 453]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 482
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 454]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 483
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 455]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 484
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 456]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state 622, ]
type = Turn
trigger1 = time = 0

[State 195, 壁激突]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 115, 1]
type = EnvShake
trigger1 = time = 0
time = 15
freq = 60
ampl = -4
phase = 0

[State 195, ステート変更]
type = ChangeState
trigger1 =  AnimTime = 0
value = 485
ctrl = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 460]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 26
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 461]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 25
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 462]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 24
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 463]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 23
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 464]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 22
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 465]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 21
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 466]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 20
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 467]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 19
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 468]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 18
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 469]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 17
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 470]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 16
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 471]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 15
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 472]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 14
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 473]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 13
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 474]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 12
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 475]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 11
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 476]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 10
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 477]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 9
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 478]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 8
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 479]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 7
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 480]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 6
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 481]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 5
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 482]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 4
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 483]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 3
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 484]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 2
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 485]
type = A
movetype = H
physics = N
velset = -1,-6
ctrl = 0
;anim = 5035

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 0
value = 5035

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time = 1
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 490]
type = S
movetype = A
physics = S
ctrl = 0
anim = 270
;------------------------------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 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s6,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s21,6

[State ,100]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "tateA"
ID = 13
pos = 0,0
postype = p1
stateno = 491
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State ,100]
type = VelSet
triggerall = NumHelper(13)
triggerall = helper(13),MoveHit
triggerall = enemynear,BackEdgeBodyDist <= 0
triggerall = P2StateType != A
trigger1 = anim = 270 && AnimElemTime(4) = 0
x = -4

[State ,100]
type = VelSet
triggerall = NumHelper(13)
triggerall = helper(13),MoveGuarded
triggerall = enemynear,BackEdgeBodyDist <= 0
trigger1 = anim = 270 && AnimElemTime(4) = 0
x = -8

[State ,100]
type = ChangeAnim
trigger1 = AnimElemTime(3) = 0
triggerall = NumHelper(13)
trigger1 = helper(13),MoveContact
trigger2 = helper(13),MoveReversed
value = 451
persistent = 0

[State ,100]
type = ChangeAnim
trigger1 = anim = 451 && AnimTime = 0
value = 270
elem = 4

[State 195, ステート変更]
type = ChangeState
trigger1 = anim = 270 && AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 491]
movetype = A
physics = N
ctrl = 0
anim = 343
sprpriority = 4

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

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

[State ,100]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s21,7
persistent = 0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(3) = 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
var(0) = ifelse(floor(130*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(130*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,SA
hitflag = MAFD
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = var(0),13
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
guard.slidetime = 17
ground.hittime = 28
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 24
ground.velocity = -2.5,-8
guard.velocity = -8
air.velocity = -2.5,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sprpriority = 4
p2facing = 1
forcestand = 1
fall = 1
fall.recover = 1
fall.recovertime = 36 + IfElse(P2MoveType = A,9999,0)
air.fall = 1
guard.kill = 0
getpower = 100 * (var(54) = 0),85 * (var(54) = 0)
givepower = 30,15
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
ID = 15
persistent = 0

[State ,100] ;上70%
type = ParentVarSet
triggerall = AnimElemTime(3) = 1 && MoveHit
trigger1 = root,fvar(0) >= 0.70
fvar(0) = 0.70
;------------------------------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 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
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(15) 
trigger2 = target(15),stateno != [5000,5035]
trigger2 = target(15),stateno != [5050,5060]
trigger3 = root,MoveHit

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 343
trigger1 = root,stateno = [5000,5035]
trigger2 = root,stateno = [5050,5060]
trigger3 = NumEnemy
trigger3 = enemynear,MoveContact
;---------------------------------------------------------------------------
[Statedef 492]
type = S
movetype = A
physics = S
ctrl = 0
anim = 271
;------------------------------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 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s6,0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s21,6

[State ,100]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "tateB"
ID = 14
pos = 0,0
postype = p1
stateno = 493
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(14)
trigger1 = helper(14),AnimElemTime(3) = 1 && helper(14),MoveContact
trigger2 = helper(14),AnimElemTime(3) = 1 && helper(14),MoveReversed
value = 451
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(14)
trigger1 = helper(14),AnimElemTime(4) = 1 && helper(14),MoveContact
trigger2 = helper(14),AnimElemTime(4) = 1 && helper(14),MoveReversed
value = 452
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(14)
trigger1 = helper(14),AnimElemTime(7) = 1 && helper(14),MoveContact
trigger2 = helper(14),AnimElemTime(7) = 1 && helper(14),MoveReversed
value = 453
persistent = 0

[State ,100]
type = ChangeAnim
trigger1 = anim = 451 && AnimTime = 0
value = 271
elem = 4
persistent = 0

[State ,100]
type = ChangeAnim
trigger1 = anim = 452 && AnimTime = 0
value = 271
elem = 5
persistent = 0

[State ,100]
type = ChangeAnim
trigger1 = anim = 453 && AnimTime = 0
value = 271
elem = 6
persistent = 0

[State ,100]
type = VelSet
trigger1 = anim = 451
trigger2 = anim = 452
trigger3 = anim = 453
x = 0

[State ,100]
type = VelSet
triggerall = NumHelper(14)
triggerall = helper(14),MoveGuarded
triggerall = enemynear,BackEdgeBodyDist <= 0
triggerall = P2StateType = A
trigger1 = anim = 271 && AnimElemTime(4) = 0
trigger2 = anim = 271 && AnimElemTime(5) = 0
trigger3 = anim = 271 && AnimElemTime(6) = 0
x = -4.5

[State ,100]
type = VelSet
triggerall = NumHelper(14)
triggerall = helper(14),MoveGuarded
triggerall = enemynear,BackEdgeBodyDist <= 0
triggerall = P2StateType != A
trigger1 = anim = 271 && AnimElemTime(4) = 0
trigger2 = anim = 271 && AnimElemTime(5) = 0
trigger3 = anim = 271 && AnimElemTime(6) = 0
x = -9

[State 195, ステート変更]
type = ChangeState
trigger1 = anim = 271 && AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 493]
movetype = A
physics = N
ctrl = 0
anim = 344
sprpriority = 4

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

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

[State ,100]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s21,7
persistent = 0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
trigger3 = AnimElemTime(7) = 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(7) = 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
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0 && MoveContact
trigger3 = AnimElemTime(7) = 0 && MoveContact
trigger4 = AnimElemTime(4) = 0 && MoveReversed
trigger5 = AnimElemTime(7) = 0 && MoveReversed
attr = SCA,SA
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = var(0),8 + IfElse(P2StateType = A, -8,0)
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
guard.slidetime = 17
ground.hittime = 33
guard.hittime = 17
air.hittime = 33
guard.ctrltime = 24
airguard.ctrltime = 7
ground.velocity = 0,-9
guard.velocity = -8
air.velocity = 0,-9
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 = 4
p2facing = 1
forcestand = 1
fall = 1
fall.recover = 1
fall.recovertime = 41 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
guard.kill = 0
getpower = 80 * (var(54) = 0),68 * (var(54) = 0)
givepower = 24,12
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4
ID = 16

[State ,100] ;乗90% 
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(4) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(7) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100] ;小数点第三位切り捨て操作
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(7) = 1
fvar(0) = floor(root,fvar(0) * 100)
ignorehitpause = 1

[State ,100] ;元に戻す
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(7) = 1
fvar(0) = root,fvar(0) / 100
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 = 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 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 ,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(16) 
trigger2 = target(16),stateno != [5000,5035]
trigger2 = target(16),stateno != [5050,5060]
trigger3 = root,MoveHit

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 344
trigger1 = root,stateno = [5000,5035]
trigger2 = root,stateno = [5050,5060]
trigger3 = NumEnemy
trigger3 = enemynear,MoveContact
;---------------------------------------------------------------------------
[Statedef 494]
type = S
movetype = A
physics = S
ctrl = 0
anim = 272
;------------------------------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 115, 1]
type = NotHitBy
trigger1 = time < 9
value = SCA

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

[State ,100]
type = Helper
trigger1 = AnimElemTime(1) = 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
persistent = 0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s6,1
persistent = 0

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s21,6
persistent = 0

[State ,100]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "tateC"
ID = 15
pos = 0,0
postype = p1
stateno = 495
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(15)
trigger1 = helper(15),AnimElemTime(3) = 1 && helper(15),MoveContact
trigger2 = helper(15),AnimElemTime(3) = 1 && helper(15),MoveReversed
value = 455
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(15)
trigger1 = helper(15),AnimElemTime(4) = 1 && helper(15),MoveReversed
trigger2 = helper(15),AnimElemTime(4) = 1 && helper(15),MoveContact
value = 455
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(15)
trigger1 = helper(15),AnimElemTime(5) = 1 && helper(15),MoveReversed
trigger2 = helper(15),AnimElemTime(5) = 1 && helper(15),MoveContact
value = 455
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(15)
trigger1 = helper(15),AnimElemTime(6) = 1 && helper(15),MoveContact
trigger2 = helper(15),AnimElemTime(6) = 1 && helper(15),MoveReversed
value = 454
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(15)
trigger1 = helper(15),AnimElemTime(7) = 1 && helper(15),MoveContact
trigger2 = helper(15),AnimElemTime(7) = 1 && helper(15),MoveReversed
value = 456
persistent = 0

[State ,100]
type = ChangeAnim
triggerall = NumHelper(15)
trigger1 = helper(15),AnimElemTime(8) = 1 && helper(15),MoveContact
trigger2 = helper(15),AnimElemTime(8) = 1 && helper(15),MoveReversed
value = 457
persistent = 0

[State ,100] ;閉
type = ChangeAnim
trigger1 = anim = 455 && AnimTime = 0
value = 272
elem = 3

[State ,100] ;開
type = ChangeAnim
trigger1 = anim = 454 && AnimTime = 0
value = 272
elem = 4

[State ,100] ;開
type = ChangeAnim
trigger1 = anim = 456 && AnimTime = 0
value = 272
elem = 4

[State ,100] ;開
type = ChangeAnim
trigger1 = anim = 457 && AnimTime = 0
value = 272
elem = 5

[State ,100]
type = VelSet
trigger1 = anim = [454,457]
x = 0

[State ,100]
type = VelSet
triggerall = NumHelper(15)
triggerall = helper(15),MoveGuarded
triggerall = enemynear,BackEdgeBodyDist <= 0
triggerall = P2StateType != A
trigger1 = anim = 272 && AnimElemTime(3) = 0
trigger2 = anim = 272 && AnimElemTime(4) = 0
trigger3 = anim = 272 && AnimElemTime(5) = 0
x = -9

[State 195, ステート変更]
type = ChangeState
trigger1 = anim = 272 && AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 495]
movetype = A
physics = N
ctrl = 0
anim = 345
sprpriority = 4

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

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

[State ,100]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s21,7
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(8) = 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(8) = 0
var(0) = ifelse(floor(75*ifelse(root,fvar(0)>=1-root,fvar(1),1-root,fvar(1),root,fvar(0))*root,fvar(2)*fvar(3)) > 0,floor(75*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
trigger2 = AnimElemTime(4) = 0 && MoveContact
trigger3 = AnimElemTime(5) = 0 && MoveContact
trigger4 = AnimElemTime(6) = 0 && MoveContact
trigger5 = AnimElemTime(7) = 0 && MoveContact
trigger6 = AnimElemTime(8) = 0 && MoveContact
trigger7 = AnimElemTime(4) = 0 && MoveReversed
trigger8 = AnimElemTime(5) = 0 && MoveReversed
trigger9 = AnimElemTime(6) = 0 && MoveReversed
trigger10 = AnimElemTime(7) = 0 && MoveReversed
trigger11 = AnimElemTime(8) = 0 && MoveReversed
attr = SCA,SA
hitflag = MAFD
guardflag = M
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = var(0),8 + IfElse(P2StateType = A, -8,0)
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 = 0
guard.slidetime = 17
ground.hittime = 38
guard.hittime = 17
air.hittime = 38
guard.ctrltime = 24
ground.velocity = 0,-9
guard.velocity = -8
air.velocity = 0,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 4
p2facing = 1
forcestand = 0
fall = 1
fall.recover = 1
fall.recovertime = 46 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
id = 17
kill = 1
guard.kill = 0
getpower = 0,0
givepower = 11,9;8
envshake.time = 8
envshake.freq = 60
envshake.ampl = 4

[State ,100] ;乗90% 
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(4) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(5) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(6) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(7) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100]
type = ParentVarSet
trigger1 = AnimElemTime(8) = 1 && MoveHit
fvar(0) = root,fvar(0) * 0.90
ignorehitpause = 1
persistent = 0

[State ,100] ;小数点第三位切り捨て操作
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(5) = 1
trigger4 = AnimElemTime(6) = 1
trigger5 = AnimElemTime(7) = 1
trigger6 = AnimElemTime(8) = 1
fvar(0) = floor(root,fvar(0) * 100)
ignorehitpause = 1

[State ,100] ;元に戻す
type = ParentVarSet
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(5) = 1
trigger4 = AnimElemTime(6) = 1
trigger5 = AnimElemTime(7) = 1
trigger6 = AnimElemTime(8) = 1
fvar(0) = root,fvar(0) / 100
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 = 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 ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
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
triggerall = HitPauseTime = 6
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 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 ,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(17) 
trigger2 = target(17),stateno != [5000,5035]
trigger2 = target(17),stateno != [5050,5060]
trigger3 = root,MoveHit

[State ,ヘルパー消去]
type = destroyself
triggerall = anim = 345
trigger1 = root,stateno = [5000,5035]
trigger2 = root,stateno = [5050,5060]
trigger3 = NumEnemy
trigger3 = enemynear,MoveContact
