;----------------------;
;                      ;
;     ☆神無月葵☆     ;
;                      ;
;----------------------;

; Format:
;[Statedef ?]
;type            = 
;movetype        = 
;physics         = 
;anim            = 
;velset          = 0,0
;ctrl            = 0
;poweradd        = 0
;juggle          = 0
;facep2          = 0
;hitdefpersist   = 0
;movehitpersist  = 0
;hitcountpersist = 0
;sprpriority     = 2
;---------------

;[State 0:     VelSet]
;type            = VelSet
;trigger1        = (!Time)
;x               = 0
;y               = 0

;---------------------------------------------------------------------------
; エンジェルアロー(弱)
[Statedef 393]
type            = S
movetype        = A
physics         = S
anim            = 393
;velset          = 0,0
ctrl            = 0
poweradd        = 30
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 8001, Explod-3]
type            = Explod
trigger1        = (AnimElem = 10)
Anim            = 6010
id              = 6010
pos             = 25,-50
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = .4,.4
sprpriority     = -2
supermovetime   = 40
supermove       = 40
ontop           = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 11)
value           = 75,544
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 11) 
helpertype      = normal
name            = "aroow_light"
id              = 359
pos             = 18,-48
postype         = p1
facing          = 1
stateno	        = 359
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = .9

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1) 
x               = 0
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 4)
value           = 76,4
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; アローヘルパー(弱)
[Statedef 359]
type            = A
movetype        = A
physics         = A
anim            = 359
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 25
length          = 4
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 18
y               = 0

[State 0:    No Shadow]
type            = AssertSpecial
trigger1        = 1
flag            = NoShadow

[State 359, 0]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 359, 0]
type            = HitBy
trigger1        = 1
value           = SCA,AP
time            = -1

[State 359, 0]
type            = HitOverRide
trigger1        = 1
attr            = SCA,AA,AP,AT
stateno         = 12000
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,SP
hitflag         = MAF
guardflag       = MA
animtype        = Medium
air.animtype    = Medium
priority        = 4,hit
damage          = ceil(65*root,fvar(1)*root,fvar(2)),5
pausetime       = 0,10
guard.pausetime = 0,20
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,4
guardsound      = S13,0
ground.slidetime= 10
ground.hittime  = 10
guard.hittime   = 5
air.hittime     = 10
ground.velocity = -5,0
air.velocity    = -1.5,-3.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 10,3
kill            = 1
numhits         = 1

[State 359, PowerAdd]
type            = PowerAdd
trigger1        = movehit
value           = 20
persistent      = 0

[State 359, PowerAdd]
type            = PowerAdd
trigger1        = moveguarded
value           = 8
persistent      = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -70
trigger1        = time >= 60

;---------------------------------------------------------------------------
; エンジェルアロー(強)
[Statedef 394]
type            = S
movetype        = A
physics         = S
anim            = 394
;velset          = 0,0
ctrl            = 0
poweradd        = 50
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 8001, Explod-3]
type            = Explod
trigger1        = (AnimElem = 10)
trigger2        = (AnimElem = 12)
trigger3        = (AnimElem = 17)
Anim            = 6010
id              = 6010
pos             = 25,-50
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = .4,.4
sprpriority     = -2
supermovetime   = 40
supermove       = 40
ontop           = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 11) 
trigger2        = (AnimElem = 13)
trigger3        = (AnimElem = 18)
helpertype      = normal
name            = "arrow_strong"
id              = 459
pos             = 18,-48
postype         = p1
facing          = 1
stateno	        = 459
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = .9

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 11) 
trigger2        = (AnimElem = 13)
trigger3        = (AnimElem = 18)
value           = 75,544
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1) 
x               = 0
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 55,6
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; アローヘルパー(強)
[Statedef 459]
type            = A
movetype        = A
physics         = A
anim            = 459
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 25
length          = 4
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 18
y               = 0

[State 0:    No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 459, 0]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 459, 0]
type            = HitBy
trigger1        = 1
value           = SCA,AP
time            = -1

[State 459, 0]
type            = HitOverRide
trigger1        = 1
attr            = SCA,AA,AP,AT
stateno         = 12000
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,SP
hitflag         = MAF
guardflag       = MA
animtype        = Medium
air.animtype    = Medium
priority        = 4,hit
damage          = ceil(30*root,fvar(1)*root,fvar(2)),3
pausetime       = 0,14
guard.pausetime = 0,20
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,4
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 30
ground.velocity = -7,0
air.velocity    = -7,-3
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 12,4
kill            = 1
numhits         = 1

[State 459, PowerAdd]
type            = PowerAdd
trigger1        = movehit
value           = 30
persistent      = 0

[State 459, PowerAdd]
type            = PowerAdd
trigger1        = moveguarded
value           = 10
persistent      = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -70
trigger1        = time >= 60

;---------------------------------------------------------------------------
; サンダーアロー(弱)
[Statedef 3711]
type            = S
movetype        = A
physics         = S
anim            = 3711
;velset          = 0,0
ctrl            = 0
poweradd        = 40
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     EnvShake]
type            = EnvShake
trigger1        = (animelem = 9)
time            = 8
freq            = 25
ampl            = -2
phase           = 2

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 8)
Anim = 7025
id = 7025
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
removetime = -2
scale = .8,.8
sprpriority = -1
supermovetime = 999999999
pausemovetime = 999999999
ontop = 0

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 8)
Anim = 6010
id = 6010
pos = 25, -50
postype = p1
ownpal = 1
bindtime = -1
removetime = 40
scale = .4,.4
sprpriority = -2
supermovetime = 999999999
pausemovetime = 999999999
ontop = 0

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 2)
Anim = 7050
id = 7050
pos = 14, -13
postype = p1
ownpal = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = -1
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 9,61
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 76,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 9)
value           = 8,348
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 9) 
helpertype      = normal
name            = "thunder_arrow_light"
id              = 3722
pos             = 18,-48
postype         = p1
facing          = 1
stateno	        = 3722
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = .9

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1) 
x               = 0
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; サンダーアローヘルパー(弱)
[Statedef 3722]
type            = A
movetype        = A
physics         = A
anim            = 3722
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = time = 0
value           = 225,225,225
time            = 1
under           = 1

[State 8001, Explod-3]
type            = Explod
trigger1        = (AnimElem = 1)
Anim            = 7049
id              = 7049
pos             = -40,35
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = -2
scale           = 5,.9
sprpriority     = 3
supermovetime   = 0
pausemovetime   = 0
ontop           = 0

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 28
length          = 12
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 120,220,220
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 2
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 22
y               = 0

[State 0:    No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
time            = 1
value           = SCA,AA,AP,AT
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,SP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
priority        = 5,hit
damage          = ceil(13*root,fvar(1)*root,fvar(2)),5
pausetime       = 0,30
guard.pausetime = 0,25
sparkno         = S7056
guard.sparkno   = S7006
sparkxy         = -20,40
hitsound        = S66,4
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 10
air.hittime     = 15
ground.velocity = -9,0
air.velocity    = -1.5,-3.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 10,3
kill            = 1
numhits         = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = A,SP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
priority        = 5,hit
damage          = ceil(15*root,fvar(1)*root,fvar(2)),5
pausetime       = 0,30
guard.pausetime = 0,25
sparkno         = S7050
guard.sparkno   = S7006
sparkxy         = -40,40
hitsound        = S8,16
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 10
air.hittime     = 15
ground.velocity = -5,0
air.velocity    = -1.5,-3.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 10,3
kill            = 1
numhits         = 1

[State 3722, PowerAdd]
type            = PowerAdd
trigger1        = movehit
value           = 25
persistent      = 0

[State 3722, PowerAdd]
type            = PowerAdd
trigger1        = moveguarded
value           = 18
persistent      = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -500
trigger1        = time >= 60

;---------------------------------------------------------------------------
; サンダーアロー(強)
[Statedef 3718]
type            = S
movetype        = A
physics         = S
anim            = 3718
;velset          = 0,0
ctrl            = 0
poweradd        = 60
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     EnvShake]
type            = EnvShake
trigger1        = (animelem = 9)
time            = 8
freq            = 35
ampl            = -3
phase           = 3

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 8)
Anim = 7025
id = 7025
pos = 0, 0
postype = p1
ownpal = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = -1
supermovetime   = 999999999
pausemovetime   = 999999999
ontop = 0

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 8)
Anim = 6010
id = 6010
pos = 25, -50
postype = p1
ownpal = 1
bindtime = -1
removetime = 40
scale = .5,.5
sprpriority = -2
supermovetime = 999999999
pausemovetime = 999999999
ontop = 0

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 6)
Anim = 7050
id = 7050
pos = 24, -13
postype = p1
ownpal = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = -1
supermovetime = 70
supermove = 70
ontop = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 6)
value           = 9,61
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 76,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 9)
value           = 8,348
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 9) 
helpertype      = normal
name            = "thunder_arrow_strong"
id              = 3728
pos             = 18,-48
postype         = p1
facing          = 1
stateno	        = 3728
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = .9

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1) 
x               = 0
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1


[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; サンダーアローヘルパー(強)
[Statedef 3728]
type            = A
movetype        = A
physics         = A
anim            = 3728
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = time = 0
value           = 225,225,225
time            = 1
under           = 1

[State 8001, Explod-3]
type            = Explod
trigger1        = (AnimElem = 1)
Anim            = 7049
id              = 7049
pos             = -40,35
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = -2
scale           = 5,.9
sprpriority     = 3
supermovetime   = 0
pausemovetime   = 0
ontop           = 0

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 28
length          = 12
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 120,220,220
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 2
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 24
y               = 0

[State 0:    No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (Time > 0)
time            = 1
value           = SCA,AA,AP,AT
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,SP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
priority        = 7,hit
damage          = ceil(16*root,fvar(1)*root,fvar(2)),5
pausetime       = 0,40
guard.pausetime = 0,30
sparkno         = S7056
guard.sparkno   = S7006
sparkxy         = -20,40
hitsound        = S66,433
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 10
air.hittime     = 15
ground.velocity = -9,0
air.velocity    = -1.5,-3.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 15,5
kill            = 1
numhits         = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = A,SP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
priority        = 7,hit
damage          = ceil(16*root,fvar(1)*root,fvar(2)),5
pausetime       = 0,40
guard.pausetime = 0,30
sparkno         = S7050
guard.sparkno   = S7006
sparkxy         = -40,40
hitsound        = S8,163
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 10
air.hittime     = 15
ground.velocity = -5,0
air.velocity    = -1.5,-3.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 15,5
kill            = 1
numhits         = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 3)
attr            = A,SP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
priority        = 7,hit
damage          = ceil(14*root,fvar(1)*root,fvar(2)),5
pausetime       = 0,40
guard.pausetime = 0,30
sparkno         = S7050
guard.sparkno   = S7006
sparkxy         = -40,40
hitsound        = S8,16
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 10
air.hittime     = 15
ground.velocity = -5,0
air.velocity    = -1.5,-3.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 15,5
kill            = 1
numhits         = 1

[State 3728, PowerAdd]
type            = PowerAdd
trigger1        = movehit
value           = 45
persistent      = 0

[State 3728, PowerAdd]
type            = PowerAdd
trigger1        = moveguarded
value           = 25
persistent      = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -500
trigger1        = time >= 85

;---------------------------------------------------------------------------
; 対空エンジェルアロー(弱)
[Statedef 493]
type            = S
movetype        = A
physics         = S
anim            = 493
;velset          = 0,0
ctrl            = 0
poweradd        = 90
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 8001, Explod-3]
type            = Explod
trigger1        = (AnimElem = 10)
Anim            = 6010
id              = 6010
pos             = 23,-55
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = .4,.4
sprpriority     = -2
supermovetime   = 40
supermove       = 40
ontop           = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 11)
value           = 75,544
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 11) 
helpertype      = normal
name            = "air_arrow_light"
id              = 369
pos             = 14,-52
postype         = p1
facing          = 1
stateno	        = 369
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .9
size.yscale     = .9

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1) 
x               = 0
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 76,4
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 対空アローヘルパー(弱)
[Statedef 369]
type            = A
movetype        = A
physics         = A
anim            = 369
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 25
length          = 3
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 15
y               = -6

[State 0:    No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 369, 0]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 369, 0]
type            = HitBy
trigger1        = 1
value           = SCA,AP
time            = -1

[State 369, 0]
type            = HitOverRide
trigger1        = 1
attr            = SCA,AA,AP,AT
stateno         = 12001
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,SP
hitflag         = MAF
guardflag       = M
animtype        = Diagup
air.animtype    = Diagup
priority        = 4,hit
damage          = ceil(60*root,fvar(1)*root,fvar(2)),4
pausetime       = 0,7
guard.pausetime = 0,20
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,4
guardsound      = S13,0
ground.slidetime= 10
ground.hittime  = 10
guard.hittime   = 5
air.hittime     = 0
ground.velocity = -7,-7
air.velocity    = -8,-5
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 10,3
kill            = 1
numhits         = 1

[State 369, PowerAdd]
type            = PowerAdd
trigger1        = movehit
value           = 20
persistent      = 0

[State 369, PowerAdd]
type            = PowerAdd
trigger1        = moveguarded
value           = 8
persistent      = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -70
trigger1        = time >= 70

;---------------------------------------------------------------------------
; 対空エンジェルアロー(強)
[Statedef 494]
type            = S
movetype        = A
physics         = S
anim            = 494
;velset          = 0,0
ctrl            = 0
poweradd        = 90
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 10)
trigger2        = (AnimElem = 12)
trigger3        = (AnimElem = 17)
Anim = 6010
id = 6010
pos = 23, -55
postype = p1
ownpal = 1
bindtime = -1
removetime = 40
scale = .4,.4
sprpriority = -2
supermovetime = 40
supermove = 40
ontop = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 11)
trigger2        = (AnimElem = 13)
trigger3        = (AnimElem = 18)
helpertype      = normal
name            = "air_arrow_strong"
id              = 469
pos             = 14,-52
postype         = p1
facing          = 1
stateno	        = 469
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .9
size.yscale     = .9

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 11)
trigger2        = (AnimElem = 13)
trigger3        = (AnimElem = 18)
value           = 75,544
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
x               = 0
y               = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1


[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 55,6
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 対空アローヘルパー(強)
[Statedef 469]
type            = A
movetype        = A
physics         = A
anim            = 469
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 25
length          = 3
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 15
y               = -6

[State 0:    No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 469, 0]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 469, 0]
type            = HitBy
trigger1        = 1
value           = SCA,AP
time            = -1

[State 469, 0]
type            = HitOverRide
trigger1        = 1
attr            = SCA,AA,AP,AT
stateno         = 12001
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,SP
hitflag         = MAF
guardflag       = M
animtype        = Diagup
air.animtype    = Diagup
priority        = 4,hit
damage          = ceil(27*root,fvar(1)*root,fvar(2)),3
pausetime       = 0,7
guard.pausetime = 0,20
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,4
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 0
ground.velocity = -6,-7
air.velocity    = -7,-6
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 12,4
kill            = 1
numhits         = 1

[State 469, PowerAdd]
type            = PowerAdd
trigger1        = movehit
value           = 30
persistent      = 0

[State 469, PowerAdd]
type            = PowerAdd
trigger1        = moveguarded
value           = 10
persistent      = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -70
trigger1        = time >= 70

;---------------------------------------------------------------------------
; 真・エンジェルアロー
[Statedef 7745]
type            = S
movetype        = A
physics         = S
anim            = 7745
;velset          = 0,0
ctrl            = 0
poweradd        = -1000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

;---------------
[State 7745, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 44
range = 0,24
ignorehitpause = 1

[State 7745, NotHitBy]
type            = NotHitBy
trigger1        = (AnimElemTime(12) < 0)
time            = 1
value           = SCA
ignorehitpause  = 1

[State 7745, EnvShake]
type            = EnvShake
trigger1        = (animelem = 13)
time            = 8
freq            = 25
ampl            = -2
phase           = 2

[State 7745, Explod-3]
type            = Explod
trigger1        = (AnimElem = 13)
Anim            = 7025
id              = 7025
pos             = 0,0
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = -2
scale           = 1,1
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 7745, Explod-3]
type            = Explod
trigger1        = (AnimElem = 12)
Anim            = 6010
id              = 6010
pos             = 25,-50
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = .7,.7
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 7745, Helper]
type            = Helper
trigger1        = (AnimElem = 13)
helpertype      = normal
name            = "t_arrow"
id              = 286
pos             = 18,-48
postype         = p1
facing          = 1
stateno	        = 286
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1

[State 7745, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 11,144
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7745, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 13)
value           = 75,134
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7745, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 13)
value           = 75,544
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7745, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 12)
value           = 77,88
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7745, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_7745"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 7745, Helper]
type            = null;Helper
trigger1        = time = 54
helpertype      = normal
name            = "icon_off_7745"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 7745, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6500
ID              = 6500
pos             = 7,-50
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7745, Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6501
ID              = 6501
pos             = 7,-50
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7745, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 5,555
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7745, SuperEffect]
type            = AssertSpecial
trigger1        = time < 56
flag            = NoBarDisplay
flag2           = NoFG
ignorehitpause  = 1

;カットイン
[State 7745, Explod-3]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(44)=0,5,IfElse(Var(44)=1,4,IfElse(Var(44)<=3,3,IfElse(Var(44)<=5,2,IfElse(Var(44)<=11,1,0)))))
id              = 3245
;pos             = 200,260
;postype         = back
pos             = -150,260
postype         = right
ownpal          = 1
bindtime        = -1
removetime      = 55
scale           = 0.5,0.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999

[State 7745, BGPalFX]
type            = BGPalFX
trigger1        = (!Time)
time            = 55
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 7745, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 55
pos             = 5,-50
movetime        = 55
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 7745, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 真・エンジェルアローヘルパー
[Statedef 286]
type            = A
movetype        = A
physics         = A
anim            = 286
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 286, Dust]
type            = MakeDust
trigger1        = time < 60
pos             = -4,40
spacing         = 3

[State 286, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 8002
ID              = 8002
pos             = 40,0
postype         = p1
facing          = 1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 100
supermovetime   = 0
pausemovetime   = 0
scale           = 2.6, .5
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 286, AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 70
length          = 20
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,120
palpostbright   = 10,10,10
paladd          = 10,10,15
palmul          = .65,.65,.75
timegap         = 2
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 286, Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 16
y               = 0

[State 286, No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 286, NotHitBy]
type            = NotHitBy
trigger1        = (Time > 0)
time            = 1
value           = SCA,AA,AP,AT
ignorehitpause  = 1

[State 286, ChangeAnim]
type            = ChangeAnim
trigger1        = AnimElem = 2
trigger1        = !MoveContact
value           = 286
elem            = 1

[State 286, HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Light
air.animtype    = Low
priority        = 7,hit
damage          = ceil(15*root,fvar(1)*root,fvar(2)),10
pausetime       = 2,8
guard.pausetime = 2,8
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,43
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 30
ground.velocity = -16,0
air.velocity    = -16,-0.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 20,3
kill            = 1
numhits         = 1

[State 286, HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
trigger4        = (AnimElem = 5)
trigger5        = (AnimElem = 6)
trigger6        = (AnimElem = 7)
trigger7        = (AnimElem = 8)
trigger8        = (AnimElem = 9)
attr            = A,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
priority        = 7,hit
damage          = ceil(10*root,fvar(1)*root,fvar(2)),3
pausetime       = 2,8
guard.pausetime = 2,8
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,43
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 30
ground.velocity = -5,0
air.velocity    = -5,-0.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 20,3
kill            = 1
numhits         = 1

[State 286, HitDef]
type            = HitDef
trigger1        = (AnimElem = 10)
attr            = A,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Diagup
air.animtype    = Diagup
priority        = 7,hit
damage          = ceil(180*root,fvar(1)*root,fvar(2)),5
pausetime       = 2,12
guard.pausetime = 2,12
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 30
ground.velocity = -9,-7
air.velocity    = -9,-7
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 20,3
kill            = 1
numhits         = 1

[State 286, RemoveExplod]
type            = RemoveExplod
trigger1        = frontedgedist < -500
trigger1        = time >= 60
id              = 8002
ignorehitpause  = 1

[State 286, DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -500
trigger1        = time >= 60

;---------------------------------------------------------------------------
; 天ノ遣式・蒼山崩
[Statedef 8184]
type            = S
movetype        = A
physics         = S
anim            = 8184
;velset          = 0,0
ctrl            = 0
poweradd        = -2000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

;---------------
[State 8184, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 44
range = 0,24
ignorehitpause = 1

;カットイン
[State 8184, Explod-3]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(44)=0,5,IfElse(Var(44)=1,4,IfElse(Var(44)<=3,3,IfElse(Var(44)<=5,2,IfElse(Var(44)<=11,1,0)))))
id              = 3245
;pos             = 200,260
;postype         = back
pos             = -150,260
postype         = right
ownpal          = 1
bindtime        = -1
removetime      = 62
scale           = 0.5,0.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999

[State 8184, NotHitBy]
type            = NotHitBy
trigger1        = animelemtime(6) < -1
value           = SCA
time            = 1

[State 8184, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_8184"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 8184, Helper]
type            = null;Helper
trigger1        = time = 62
helpertype      = normal
name            = "icon_on_8184"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 8184, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6500
ID              = 6500
pos             = 7,-50
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 8184, Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6501
ID              = 6501
pos             = 7,-50
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 8184, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 5)
value           = 180,3
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 8184, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 11,144
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 8184, Super effect]
type            = AssertSpecial
trigger1        = Time < 63
flag            = NoBarDisplay
flag2           = NoFG
ignorehitpause  = 1

;---------------------[当身判定]
[State 8184, ReversalDef];
type            = ReversalDef
trigger1        = AnimElem = 6
attr            = S,ST
reversal.attr   = SCA,AA,AT
hitflag         = MAFPD
priority        = 7,hit
pausetime       = 1,38
sparkno         = s7002
hitsound        = s5,995
;p2facing        = 1
p1stateno       = 8185;当て身発動ステートへ
p2stateno       = 8186
numhits         = 0

[State 8184, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 62
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 8184, PalFX]
type            = PalFX;点滅
triggerall      = AnimElemTime(6) >= 0
triggerall      = AnimElemTime(7) < 0
trigger1        = (GameTime%3) = 0
time            = 1
add             = 44,44,44
ignorehitpause  = 1

[State 8184, SuperPause]
type            = SuperPause
trigger1        = time = 0
time            = 62
pos             = 5,-50
movetime        = 62
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 8184, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 天ノ遣式・蒼山崩（発動）
[Statedef 8185]
type            = S
movetype        = A
physics         = S
anim            = 8185
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 8185, ChangeAnim]
type            = ChangeAnim
trigger1        = AnimElemTime(3) = 0
trigger1        = P2StateNo = 8186
value           = 8185
elem            = 2

[State 8185, Explod-3]
type            = Explod
trigger1        = (AnimElem = 5)
anim            = 7014
id              = 7014
pos             = 0,6
postype         = p2
ownpal          = 1
bindtime        = -1
removetime      = -2
scale           = 2,.3
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 8185, Explod-3]
type            = Explod
trigger1        = (AnimElem = 6)
anim            = 7011
id              = 7011
pos             = 25,0
postype         = p2
ownpal          = 1
bindtime        = -1
removetime      = 23
scale           = 2,2
sprpriority     = 4
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1

[State 8185, Explod-3]
type            = Explod
trigger1        = (AnimElem = 6)
anim            = 7014
id              = 7014
pos             = -10,0
postype         = p2
ownpal          = 1
bindtime        = -1
removetime      = 23
scale           = 1.2,.4
sprpriority     = 4
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1

[State 8185, Explod-3]
type            = Explod
trigger1        = (AnimElem = 6)
anim            = 7025
id              = 7025
pos             = 0,0
postype         = p2
ownpal          = 1
bindtime        = -1
removetime      = -2
scale           = 1.5,1
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 8185, HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S,NT
hitflag         = MAFPD
guardflag       = 
animtype        = Diagup
air.animtype    = Diagup
ground.type     = High
priority        = 7,Hit
damage          = 0,0
pausetime       = 0,0
guard.pausetime = 0,0
sparkno         = S2222
guard.sparkno   = S2222
sparkxy         = -10,-25
hitsound        = S762,92
guardsound      = S762,92
ground.slidetime= 33
ground.hittime  = 33
guard.hittime   = 33
air.hittime     = 33
ground.velocity = 0,0
air.velocity    = 0,0
ground.cornerpush.veloff = -.1
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 8185
chainID         = -1
kill            = 1
numhits         = 1
getpower        = 0,0
givepower       = 20,3
p2facing        = 1
p2stateno       = 8187

[State 8185, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_8185"
id              = 3172
pos	        = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 8185, Helper]
type            = null;Helper
trigger1        = time = 34
helpertype      = normal
name            = "icon_on_8185"
id              = 7732
pos	        = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 8185, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6500
ID              = 6500
pos	        = 7,-50
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 8185, Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6501
ID              = 6501
pos	        = 7,-50
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 8185, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 3)
value           = 180,4
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 8185, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 3)
value           = 76,9
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 8185, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 760,23
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 8185, Super effect]
type            = AssertSpecial
trigger1        = time < 35
flag            = NoBarDisplay
flag2           = NoFG

[State 8185, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 35
add             = -155,-155,-155
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 8185, BGPalFX]
type            = BGPalFX
trigger1        = Time = 36
time            = 80
add             = -35,-35,-35
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

;---------------
[State 8185, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 天ノ遣式・蒼山崩（発動・くらう相手)
[Statedef 8186]
type            = U
movetype        = H
physics         = N
;velset          = 0,0
ctrl            = 0
sprpriority     = 2

[State 8186, 1]
type            = changeanim
trigger1        = time = 0
value           = anim
elem            = animelemno(0)

[State 8186, 2]
type            = selfstate
trigger1        = animtime = 0
value           = ifelse(statetype = A, 52, ifelse(statetype = C, 11, 0))
ctrl            = 1

;---------------------------------------------------------------------------
; 天ノ遣式・蒼山崩（発動・くらう相手)
[Statedef 8187]
type            = U
movetype        = H
physics         = N
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 8187, 1];ダメージ
type            = LifeAdd
trigger1        = time = 10
value           = -ceil(lifemax*0.25)
absolute        = 1
kill            = 1

[State 8187, 2];位置
type            = PosSet
trigger1        = time = 4
x               = (P2BodyDist X+20)
y               = (P2BodyDist Y-20)

[State 8187, 3];位置
type            = PosAdd
trigger1        = time = 4
x               = (P2BodyDist X+20)
y               = (P2BodyDist Y-20)

[State 8187, 4];位置
type            = PosSet
trigger1        = time = 7
x               = (P2BodyDist X+100)
y               = (P2BodyDist Y+0)

[State 8187, 5];位置
type            = PosAdd
trigger1        = time = 7
x               = (P2BodyDist X+100)
y               = (P2BodyDist Y+0)

;---------------
[State 8187, 6]
type            = Changeanim
trigger1        = time = 0
value           = 5030

[State 8187, 7]
type            = Changeanim
trigger1        = time = 10
value           = 5110

[State 8187, 8]
type            = EnvShake
trigger1        = time = 10
time            = 60
freq            = 75
ampl            = -6
phase           = 6

[State 8187, 9]
type            = LifeSet
trigger1        = !alive
value           = 0

[State 8187, 10]
type            = SelfState
trigger1        = time = 100
value           = ifelse(alive, 5110, 5150)
ctrl            = 0

;---------------------------------------------------------------------------
; エンジェルサウザンドアロー
[Statedef 7945]
type            = S
movetype        = A
physics         = S
anim            = 7945
;velset          = 0,0
ctrl            = 0
poweradd        = -3000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

;---------------
[State 7945, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 44
range = 0,24
ignorehitpause = 1

;カットイン
[State 7945, Explod-3]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(44)=0,5,IfElse(Var(44)=1,4,IfElse(Var(44)<=3,3,IfElse(Var(44)<=5,2,IfElse(Var(44)<=11,1,0)))))
id              = 3245
;pos             = 200,260
;postype         = back
pos             = -150,260
postype         = right
ownpal          = 1
bindtime        = -1
removetime      = 85
scale           = 0.5,0.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999

[State 7945, NotHitBy]
type            = NotHitBy
trigger1        = time < 100
value           = SCA
time            = 1

[State 7945, BGPalFX]
type            = BGPalFX
trigger1        = (animelem = 11)
time            = 130
add             = -55,-55,-55
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 7945, PalFX]
type            = PalFX;点滅
triggerall      = time > 20
triggerall      = time < 180
trigger1        = (GameTime%3) = 0
time            = 1
add             = 44,44,44
ignorehitpause  = 1

[State 7945, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 5)
value           = 77,28
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7945, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 77,123
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 13)
trigger2        = (AnimElem = 16)
trigger3        = (AnimElem = 19)
Anim            = 7025
id              = 7025
pos             = 0,0
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = -2
scale           = 2,1
sprpriority     = -2
supermovetime   = 40
supermove       = 40
ontop           = 0

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 12)
Anim            = 6010
id              = 6010
pos             = 25,-50
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = 1.5,1.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 2)
Anim            = 6803
id              = 6803
pos             = 30,-25
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 60
scale           = 1,1
sprpriority     = 2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 2)
Anim            = 6803
id              = 6803
pos             = 30,-25
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = 1,1
sprpriority     = 2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 10)
Anim            = 6803
id              = 6803
pos             = 30,-25
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 55
scale           = .8,.8
sprpriority     = 2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 1

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 14)
Anim            = 6010
id              = 6010
pos             = 25,-50
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 30
scale           = 1.5,1.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 16)
Anim            = 6010
id              = 6010
pos             = 25,-50
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = 1.5,1.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 7945, Explod-3]
type            = Explod
trigger1        = (AnimElem = 18)
trigger2        = (AnimElem = 20)
Anim            = 6010
id              = 6010
pos             = 25,-50
postype         = p1
ownpal          = 1
bindtime        = -1
removetime      = 40
scale           = 1.5,1.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999
ontop           = 0

[State 7945, Helper]
type            = Helper
trigger1        = (AnimElem = 13)
trigger2        = (AnimElem = 14)
trigger3        = (AnimElem = 15)
trigger4        = (AnimElem = 16)
trigger5        = (AnimElem = 17)
trigger6        = (AnimElem = 18)
trigger7        = (AnimElem = 19)
helpertype      = normal
name            = "thousand_1-7"
id              = 6286
pos             = 10+(Random%11),-68+(Random%51)
postype         = p1
facing          = 1
stateno	        = 6286
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 7945, Helper]
type            = Helper
trigger1        = (AnimElem = 20)
helpertype      = normal
name            = "thousand_fin"
id              = 6287
pos             = 10,-50
postype         = p1
facing          = 1
stateno	        = 6287
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 7945, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 13)
value           = 6,344
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7945, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 13)
value           = 75,134
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7945, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_7945"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 7945, Helper]
type            = Null;Helper
trigger1        = time = 87
helpertype      = normal
name            = "icon_on_7945"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 7945, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6500
ID              = 6500
pos             = 7,-50
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7945, Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6501
ID              = 6501
pos             = 7,-50
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7945, SuperEffect]
type            = AssertSpecial
trigger1        = time < 89
flag            = NoBarDisplay
flag2           = NoFG

[State 7945, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1) 
time            = 88
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 7945, SuperPause]
type		= SuperPause
trigger1	= (!Time)
time		= 88
pos		= 5,-50
movetime	= 88
darken		= 0
p2defmul	= 1
unhittable	= 1

;---------------
[State 7945, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; サウザンドアローヘルパー
[Statedef 6286]
type            = A
movetype        = A
physics         = A
anim            = 6286
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 6286, Screen Flash]
type            = EnvColor
trigger1        = time = 0
value           = 225,225,225
time            = 1
under           = 1

[State 6286, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 8002
ID              = 8002
pos             = 10,0
postype         = p1
facing          = 1
vfacing         = -1
bindtime        = 100
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 20
supermove       = 0
pausemovetime   = 0
scale           = 3, .3
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 6286, AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 70
length          = 20
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,120
palpostbright   = 10,10,10
paladd          = 10,10,15
palmul          = .65,.65,.75
timegap         = 2
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 6286, Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 18
y               = 0

[State 6286, No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 6286, NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 6286, HitDef]
type            = HitDef
trigger1        = 1
attr            = A,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Light
air.animtype    = Light
priority        = 7,hit
damage          = ceil(20*root,fvar(1)*root,fvar(2)),1
pausetime       = 1,2
guard.pausetime = 1,10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,43
guardsound      = S73,38
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 30
ground.velocity = -5,0
air.velocity    = -5,-0.5
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 20,3
kill            = 1
numhits         = 1

[State 6286, RemoveExplod]
type            = RemoveExplod
trigger1        = frontedgedist < -500
trigger1        = time >= 60
id              = 8002
ignorehitpause  = 1

[State 6286, DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -500
trigger1        = time >= 60

;---------------------------------------------------------------------------
; とどめサウザンドヘルパー
[Statedef 6287]
type            = A
movetype        = A
physics         = A
anim            = 6287
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 6287, Screen Flash]
type            = EnvColor
trigger1        = time = 0
value           = 225,225,225
time            = 1
under           = 1

[State 6287, Screen Flash]
type            = EnvColor
trigger1        = time = 10
value           = 225,225,225
time            = 1
under           = 1

[State 6287, Screen Flash]
type            = EnvColor
trigger1        = time = 20
value           = 225,225,225
time            = 1
under           = 1

[State 6287, Dust]
type            = MakeDust
trigger1        = time < 60
pos             = -4,40
spacing         = 3

[State 6287, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 8002
ID              = 8003
pos             = 10,0
postype         = p1
facing          = 1
vfacing         = -1
bindtime        = 100
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 60
supermove       = 0
pausemovetime   = 0
scale           = 3.3, .5
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 6287, AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 70
length          = 25
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,120
palpostbright   = 10,10,10
paladd          = 10,10,15
palmul          = .65,.65,.75
timegap         = 2
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 6287, Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 18
y               = 0

[State 6287, No Shadow]
Type            = AssertSpecial
Trigger1        = 1
Flag            = NoShadow

[State 6287, NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 6287, ChangeAnim]
type            = ChangeAnim
trigger1        = AnimElem = 2
trigger1        = !MoveContact
value           = 6287
elem            = 1

[State 6287, HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Light
air.animtype    = Light
priority        = 7,hit
damage          = ceil(30*root,fvar(1)*root,fvar(2)),2
pausetime       = 1,10
guard.pausetime = 1,10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S66,43
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 30
ground.velocity = -16,0
air.velocity    = -16,-0.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 20,3
kill            = 1
numhits         = 1

[State 6287, HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
trigger4        = (AnimElem = 5)
trigger5        = (AnimElem = 6)
trigger6        = (AnimElem = 7)
trigger7        = (AnimElem = 8)
trigger8        = (AnimElem = 9)
attr            = A,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
priority        = 7,hit
damage          = ceil(30*root,fvar(1)*root,fvar(2)),2
pausetime       = 1,10
guard.pausetime = 1,10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S87,244
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 30
ground.velocity = -5,0
air.velocity    = -5,-0.2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 20,3
kill            = 1
numhits         = 1

[State 6287, HitDef]
type            = HitDef
trigger1        = (AnimElem = 10)
attr            = A,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Diagup
air.animtype    = Diagup
priority        = 7,hit
damage          = ceil(300*root,fvar(1)*root,fvar(2)),20
pausetime       = 1,10
guard.pausetime = 1,10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0,0
hitsound        = S87,100
guardsound      = S13,0
ground.slidetime= 30
ground.hittime  = 30
guard.hittime   = 20
air.hittime     = 0
ground.velocity = -11,-8
air.velocity    = -11,-8
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7,1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
getpower        = 0,0
givepower       = 20,3
kill            = 1
numhits         = 1

[State 6287, RemoveExplod]
type            = RemoveExplod
trigger1        = frontedgedist < -500
trigger1        = time >= 60
id              = 8002
ignorehitpause  = 1

[State 6287, DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -500
trigger1        = time >= 60

;---------------------------------------------------------------------------
; ラジエーション前
[Statedef 7729]
type            = S
movetype        = A
physics         = S
anim            = 7729
;velset          = 0,0
ctrl            = 0
poweradd        = -3000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 7729, 0]
type            = AttackDist
trigger1        = 1
value           = 500

[State 7729, 0]
type            = VarSet
trigger1        = time = 0
v               = 51
value           = 0
ignorehitpause  = 1

[State 0:     VelSet]
type            = VelSet
trigger1        = time = 0
x               = 0
y               = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 21)
x               = 9
y               = 0

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (AnimElem = 20)
time            = 99
length          = 60
palcolor        = 256
palinvertall    = 0
palbright       = 60,60,60
palcontrast     = 120,120,120
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 4
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 26)
attr            = S, HT
hitflag         = MAFPD
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,Hit
damage          = 0,0
pausetime       = 0,999
guard.pausetime = 16,10
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15,-45
hitsound        = S871,991
guardsound      = S661,41
ground.slidetime= 999
ground.hittime  = 999
guard.hittime   = 159
air.hittime     = 999
ground.velocity = 0,0
air.velocity    = 0,0
ground.cornerpush.veloff = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 777
chainID         = -1
numhits         = 0
kill            = 0
getpower        = 0,0
givepower       = 0,0

[State 0:     HitDef]
type            = HitDef
triggerall      = PalNo >= 12
trigger1        = (AnimElem = 27)
attr            = ,HA
hitflag         = MAFPD
guardflag       = 
animtype        = Hard
air.animtype    = HArd
ground.type     = High
priority        = 7,Hit
damage          = 0,0
pausetime       = 0,999
guard.pausetime = 16,10
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15,-45
hitsound        = S871,991
guardsound      = S661,41
ground.slidetime= 999
ground.hittime  = 999
guard.hittime   = 159
air.hittime     = 999
ground.velocity = 0,0
air.velocity    = 0,0
ground.cornerpush.veloff = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 777
chainID         = -1
numhits         = 0
kill            = 0
getpower        = 0,0
givepower       = 0,0

[State 0:     HitDef]
type            = HitDef
triggerall      = PalNo >= 12
trigger1        = (AnimElem = 28)
attr            = ,HP
hitflag         = MAFPD
guardflag       = 
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,Hit
damage          = 0,0
pausetime       = 0,999
guard.pausetime = 16,10
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15,-45
hitsound        = S871,991
guardsound      = S661,41
ground.slidetime= 999
ground.hittime  = 999
guard.hittime   = 159
air.hittime     = 999
ground.velocity = 0,0
air.velocity    = 0,0
ground.cornerpush.veloff = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 777
chainID         = -1
numhits         = 0
kill            = 0
getpower        = 0,0
givepower       = 0,0

;カットイン
;[State 8001, Explod-3]
;type = Explod
;trigger1 = Time = 0
;Anim = 3244
;id = 3244
;pos = 110, 150
;postype = back
;ownpal = 1
;bindtime = -1
;removetime = 66
;scale = 1.35,1.35
;sprpriority = -2
;supermovetime = 120
;supermove = 120

[State 7729, VarSet]
type            = VarSet
trigger1        = numtarget(777) > 0
trigger1        = target(777),stateno != [120,159]
trigger1        = target(777),movetype = H
v               = 51
value           = 1
ignorehitpause  = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 23)
value           = 776,667
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 23)
value           = 760,23
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 180,2
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_7729"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State 0:    Helper]
type            = null;Helper
trigger1        = time = 269
helpertype      = normal
name            = "icon_on_7729"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime   = 999999999
pausemovetime   = 999999999
size.xscale     = .72
size.yscale     = .72

[State -1, ]
type            = RemoveExplod
trigger1        = time = 269
ID              = 7878
ignorehitpause  = 0
persistent      = 1

[State 0:     kao];変身遥
type            = Explod;
trigger1        = (AnimElem = 23)
anim            = 7878
ID              = 7878
pos             = 93,130
postype         = back
stateno         = 7878
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 269
ontop           = 0
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .25, .25
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     kao];変身クルミ
type            = Explod;
trigger1        = (AnimElem = 23)
anim            = 8288
ID              = 8288
pos             = 145,150
postype         = back
stateno         = 8288
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 269
ontop           = 0
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .38, .38
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     kao];変身葵
type            = Explod;
trigger1        = (AnimElem = 23)
anim            = 8945
ID              = 8945
pos             = 180,127
postype         = back
stateno         = 8945
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 269
ontop           = 0
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .25, .25
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (AnimElem = 23)
value           = 225,225,225
time            = 2
under           = 0

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 25)
trigger2        = (AnimElem = 26)
anim            = 6500
ID              = 6500
pos             = 125,170
postype         = back
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4, 1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 25)
trigger2        = (AnimElem = 26)
anim            = 6501
ID              = 6501
pos             = 195,170
postype         = back
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4, 1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 27)
anim            = 6500
ID              = 6500
pos             = 175,170
postype         = back
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.9, 1.5
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 27)
anim            = 6501
ID              = 6501
pos             = 175,170
postype         = back
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.9, 1.5
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = time = 220
anim            = 6500
ID              = 6500
pos             = 159,170
postype         = back
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.9, 1.5
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = time = 220
anim            = 6501
ID              = 6501
pos             = 159,170
postype         = back
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.9, 1.5
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     super effect]
type            = AssertSpecial
trigger1        = time < 999
flag            = NoBarDisplay
flag2           = NoFG

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 300
add             = -155,-155,-155
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 988,	SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 155
pos             = 0,-50
movetime        = 155
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------

[State 0:     Screen Flash]
type            = EnvColor
triggerall      = time > 150
triggerall      = Time < 266
trigger1        = (GameTime%5) = 0
value           = 225,225,225
time            = 1
under           = 0

[State -1, ]
type            = RemoveExplod
trigger1        = time = 268
ID              = 8945
ignorehitpause  = 0
persistent      = 1

[State -1, ]
type            = RemoveExplod
trigger1        = time = 269
ID              = 8288
ignorehitpause  = 0
persistent      = 1

[State 0:    ChangeState]
type            = ChangeState
trigger1        = time = 270
value           = 854
ctrl            = 0

[State 0:    ChangeState]
type            = ChangeState
triggerall      = time = 250
trigger1        = numtarget(777) > 0
trigger1        = target(777),movetype = H
trigger1        = target(777),stateno != [120,159]
trigger2        = var(51) = 1 || palno >= 12
value           = 7776
ctrl            = 0

;---------------------------------------------------------------------------
; ラジエミス
[Statedef 854]
type            = S
movetype        = A
physics         = S
anim            = 854
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 52, 2];位置
type            = PosSet
trigger1        = time = 0
x               = 0
y               = 0

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = time = 1
anim            = 8443
ID              = 8443
pos             = 0,-30
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .7, .7
sprpriority     = 2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = time = 1
value           = 225,225,225
time            = 3
under           = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = time = 40
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルシャイニングラジエーション
[Statedef 7776]
type            = S
movetype        = A
physics         = S
anim            = 7776
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = time = 530
value           = 8,816
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State life, 2];スイッチ
type            = varset
trigger1        = !enemy,alive;time = 3
var(16)         = 1

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 1)
attr            = A, HT
hitflag         = MAFPD
guardflag       = 
animtype        = heavy
air.animtype    = heavy
ground.type     = heavy
priority        = 7, Hit
damage          = 0, 0
pausetime       = 0, 0
guard.pausetime = 0, 0
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15, -45
hitsound        = S871, 991
guardsound      = S661, 41
ground.slidetime    = 999
ground.cornerpush.veloff = 0
ground.hittime  = 40
guard.hittime   = 40
air.hittime     = 40
ground.velocity = 0, 0
air.velocity    = 0, 0
air.juggle      = 4
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0, 0
kill            = 0
down.hittime    = 0
down.bounce     = 0
ID              = 202
chainID         = -1
numhits         = 0
getpower        = 0, 0
givepower       = 0, 3
envshake.time   = 0
envshake.freq   = 78
envshake.ampl   = -5
envshake.phase  = 2
p2stateno       = 11413

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 14)
attr            = A, HP
hitflag         = MAFPD
guardflag       = 
animtype        = diagup
air.animtype    = diagup
ground.type     = heavy
priority        = 7, Hit
damage          = 2000000000, 2000000000
pausetime       = 0, 1
guard.pausetime = 0, 1
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15, -45
hitsound        = S871, 991
guardsound      = S661, 41
ground.slidetime    = 999
ground.cornerpush.veloff = 0
ground.hittime  = 999
guard.hittime   = 999
air.hittime     = 999
ground.velocity = -20, -2
air.velocity    = -20, -2
air.juggle      = 4
fall            = 1
fall.recover    = 0
fall.damage     = 2000000000
air.fall        = 1
down.velocity   = -20, -3
kill            = 1
down.hittime    = 111
down.bounce     = 0
ID              = 202
chainID         = -1
numhits         = ifelse(hitcount >= 331, 0, 331-hitcount)
getpower        = 0, 0
givepower       = 0, 3
envshake.time   = 0
envshake.freq   = 79
envshake.ampl   = -5
envshake.phase  = 2

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 15)
attr            = A, HA
hitflag         = MAFPD
guardflag       = 
animtype        = diagup
air.animtype    = diagup
ground.type     = heavy
priority        = 7, Hit
damage          = ifelse(random%2 = 0, 9999999999999, ifelse(enemy,const(data.defence) > 200, (256*256*256*192-65)*0.01*(enemy,const(data.defence)), (256*256*256*128-1)*0.01*(enemy,const(data.defence))*ifelse(random%2 = 0, -1, 1)))
pausetime       = 0, 1
guard.pausetime = 0, 1
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15, -45
hitsound        = S871, 991
guardsound      = S661, 41
ground.slidetime    = 999
ground.cornerpush.veloff = 0
ground.hittime  = 999
guard.hittime   = 999
air.hittime     = 999
ground.velocity = 0,0
air.velocity    = 0,0
air.juggle      = 4
fall            = 1
fall.recover    = 0
fall.damage     = 9999999999999*ifelse(random%2 = 0, -1, 1)
air.fall        = 1
down.velocity   = -20, -3
kill            = 1
down.hittime    = 111
down.bounce     = 0
ID              = 202
chainID         = -1
numhits         = ifelse(hitcount >= 331, 0, 331-hitcount)
getpower        = 0, 0
givepower       = 0, 3
envshake.time   = 0
envshake.freq   = 79
envshake.ampl   = -5
envshake.phase  = 2

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = time = 140
value           = 776,666
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = (1)
time		    = 2
add		        = -255,-255,-255
mul		        = 255,255,255
sinadd		    = 0,0,0,0
color		    = 256
invertall	    = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = time = 23
value           = 777,779
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State -1, ];ラジエーションヘルパー
type            = Helper
trigger1        = time = 525
helpertype      = normal
name            = "asr_helper"
ID              = 5823
pos = -190, -15
postype = back
stateno         = 5823
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
ontop = 0
sprpriority = -2
size.xscale	    = 5
size.yscale	    = 5
supermovetime   = 0
pausemovetime   = 0

[State 191:	AssertSpecial]
type		= AssertSpecial
trigger1        = (1)
flag		= Intro
flag2		= NoMusic

;カットイン
[State 8001, Explod-3]
type = Explod
trigger1        = (AnimElem = 1)
Anim = 7777
id = 7777
pos = -13, -2
postype = back
ownpal = 1
bindtime = -1
removetime = 700
scale = .5,.509
sprpriority = 99
supermovetime   = 0;999999999
pausemovetime   = 0;999999999
ontop = 1
facing = 1

[State 52, 2];位置
type = PosSet
trigger1 = animtime = 0;time = 3
x = 0
y = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = time = 1
value           = 77,213
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 77,66
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 6)
value           = 77,77
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 11)
value           = 777,781
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 9)
value           = 77,88
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = time = 443
value           = 777,778
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     Screen Flash]
type            = EnvColor
triggerall        = time > 400
triggerall        = Time < 630
trigger1		= (GameTime%5) = 0
value           = 225,225,225
time            = 1
under           = 0

[State 9027, 1]
type = Assertspecial
trigger1 = time < 999
flag = NOfg

[State 0:     BGPalFX]
type            = null;BGPalFX
trigger1        = time = 0
trigger2        = !enemy,alive
time		    = 610
add	        = -175,-175,-175
mul	        = 255,255,255
sinadd		    = 0,0,0,1
color		    = 256
invertall	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = time = 1
trigger1        = numhelper(3172) = 0
helpertype	    = normal
name		    = "icon_off_7776"
id              = 3172
pos		        = 17,-30
postype         = p1
facing		    = 1
stateno	        = 3172
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = .72
size.yscale	    = .72

[State 0:     super effect]
type            = AssertSpecial
trigger1        = (1)
flag           = NoBarDisplay
flag2          = TimerFreeze

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = time = 360
value           = 225,225,225
time            = 1
under           = 0

;---------------

[State 0:    ChangeState]
type            = ChangeState
trigger1        = (!AnimTime) 
value           = ifelse(!enemy,alive, 61, 854)
ctrl            = 1

;---------------------------------------------------------------------------
; 敵がやられるすてーと
[Statedef 11413]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0
poweradd = 0
hitdefpersist = 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority = 8

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = time = 530
value           = 11,0
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     Intro]
type            = AssertSpecial
trigger1        = (1)
flag            = nokosnd

[State 0, ]
type            = StateTypeSet
trigger1        = time = 0
movetype        = I

[State 0, ]
type            = StateTypeSet
trigger1        = time = 1
movetype        = H

[State 500:     PosAdd];
type            = PosAdd
trigger1        = ((time >39) && (timemod = 4,0)) 
y               = (P2BodyDist Y-43)

[State 500:     PosAdd];
type            = PosAdd
trigger1        = ((time >88) && (timemod = 2,0)) 
y               = (P2BodyDist Y-29)

[State 500:     PosAdd];
type            = PosAdd
trigger1        = ((time >87) && (timemod = 4,0)) 
y               = (P2BodyDist Y-64)

[State 0:     Invisible]
type            = AssertSpecial
trigger1        = (Time < 500)
trigger1        = (Time > 1)
flag            = Invisible

[State -2, 5];減る体力
type = lifeadd 
trigger1= time = 530
value = -2147483648
kill = 1

[State -2, 5];減る体力
type = lifeset
trigger1= time = 531
value = 0

[State -2]
type = PalFX;点滅
trigger1 = (Time < 935) && (GameTime%3) = 0
time = 1
add = 177,177,177
ignorehitpause = 1

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 5
length          = 10
palcolor        = 256
palinvertall    = 0
palbright       = 60,60,60
palcontrast     = 120,120,120
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 4
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 200, 0]
type = Changeanim
trigger1= time = 0
value = 5000
ctrl = 0

[State 0:     VelSet]
type            = VelSet
triggerall        = (Time > 536)
trigger1        = (1)
x		        = -1

[State 0:     VelSet]
type            = VelSet
triggerall        = (Time < 535)
triggerall        = (Time > 529)
trigger1        = (1)
x		        = -11

[State 52, 2];位置
type = PosSet
trigger1 = time = 17
x               = (P2BodyDist X-409)

[State 52, 2];位置
type = PosSet
trigger1 = time = 10
x = 0
y = -40

[State 210, 0]
type = ChangeState
trigger1 = time = 660
value = 5030
ctrl = 0

;---------------------------------------------------------------------------
; ダッシュ攻撃
[Statedef 1041]
type            = S
movetype        = A
physics         = S
anim            = 1041
;velset          = 0,0
ctrl            = 0
poweradd        = 80
juggle          = 4
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 18
length          = 10
palcolor        = 256
palinvertall    = 0
palbright       = 60,60,60
palcontrast     = 120,120,120
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 4
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    VelSet]
type            = VelSet
trigger1        = (animelem = 2)
x		        = 7

[State 0:    VelSet]
type            = VelSet
trigger1        = (animelem = 3)
x		        = 2

[State 0:    PlayerPush]
type 			= PlayerPush
trigger1 		= (1)
value 		    = 1

;---------------
;Sound
;---------------

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 6,100
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S, NA
hitflag         = MAF
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
ground.type     = high
priority        = 7, Hit
damage          = ceil(30*fvar(1)*fvar(2)), 0
pausetime       = 11, 12
guard.pausetime = 12, 10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -10, -25
hitsound        = S13, 5
guardsound      = S13, 0
ground.slidetime    = 28
ground.cornerpush.veloff = -34
ground.hittime  = 29
guard.hittime   = 10
air.hittime     = 29
ground.velocity = -6, -6.5
air.velocity    = -6, -5.4
air.juggle      = 4
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
down.hittime    = 0
down.bounce     = 0
ID              = 0
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 30, 3
givepower       = 20, 3
envshake.time   = 10
envshake.freq   = 40
envshake.ampl   = -3
envshake.phase  = 1

;---------------

;---------------
[State 0:    ChangeState]
type            = ChangeState
trigger1        = (!AnimTime) 
value           = 0
ctrl		    = 1

;---------------------------------------------------------------------------
; ストライカー：ナイン
[Statedef 3600]
type = S
movetype = I
physics = S
anim = 3600
velset = 0,0
ctrl = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 999,33
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 3600,Helper];ナイン発動
type = Helper
trigger1 = AnimElem = 2
name = "singo"
ID = 999
pos = -298, 0
postype = p1
sprpriority = -1
stateno = 999
keyctrl = 0
ownpal = 1
size.xscale	    = .49
size.yscale	    = .49
supermovetime = 0
pausemovetime = 0

[state 0, CtrlSet]
type            = CtrlSet
trigger1        = time = 70
value           = 1

[State 3600,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ナイン
;-------------------ナイン登場
[Statedef 999]
type = S
movetype = A
physics = N
anim = 999
velset = 0,0
ctrl = 0
sprpriority = -1
poweradd = -1000

[State 999, Super effect]
type            = Explod
trigger1        = (AnimElem = 3)
trigger2        = (AnimElem = 12)
anim            = 7012
ID              = 7012
pos             = -10,10
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermove       = 0
pausemovetime   = 0
scale           = 1, .5
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 999, Super effect]
type            = Explod
trigger1        = (AnimElem = 8)
trigger2        = (AnimElem = 16)
anim            = 7012
ID              = 7012
pos             = -10,10
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermove       = 0
pausemovetime   = 0
scale           = 1, .5
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 999, ScreenBound];カメラ固定
type            = ScreenBound
trigger1        = time < 105
value           = 1
movecamera      = 0,0

[State 999, AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 99
length          = 15
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 120,220,220
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 2
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 999, 0]
type            = StateTypeSet
trigger1        = animelem = 20
movetype        = I

[State 999, Sound];帰り効果音
type            = PlaySnd
trigger1        = (animelem = 21)
value           = 86,233
channel         = -1
volume          = 255

[State 999, VoiceSound]
type            = PlaySnd
trigger1        = (!Time)
value           = 24, ifelse(random>500,66,ifelse(random> 500,67,67))
volume          = 255
channel         = 6
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 999, Sound]
type            = PlaySnd
trigger1        = (animelem = 8)
value           = 655,5
channel         = 6
volume          = 255

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 6)
trigger2        = (animelem = 11)
trigger3        = (animelem = 15)
trigger4        = (animelem = 20)
x               = 0

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 2)
trigger2        = (animelem = 12)
x               = 15

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 13)
x               = 18

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 9)
trigger2        = (animelem = 17)
x               = -18

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 8)
trigger2        = (animelem = 16)
x               = -15

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 19)
x               = -2

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 8, = 1)
y               = -5

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 11)
trigger2        = (animelemtime(18) > 0)
trigger2        = pos y > -10
y               = 0

[State 999, VelSet]
type            = VelSet
trigger1        = (animelem = 16, = 1)
y               = 12

[State 999, VelSet]
type            = PosSet
trigger1        = (animelemtime(18) > 0)
trigger1        = pos y > -10
y               = 0

[State 999, Sound]
type            = PlaySnd
trigger1        = (animelem = 2)
value           = 6,166
channel         = -1
volume          = 255

[State 999, Sound]
type            = PlaySnd
trigger1        = (animelem = 8)
trigger2        = (animelem = 11)
trigger3        = (animelem = 15)
value           = 6,666
channel         = -1
volume          = 255

[State 999, Dust]
type            = Explod
trigger1        = movecontact = 1
anim            = 7005
ID              = 7005
pos             = 0,-60
facing          = 1
postype         = p2
removetime      = -2
scale           = 2.7, .2
sprpriority     = 5
ignorehitpause  = 1

[State 999, HitDef]
type            = HitDef
trigger1        = (AnimElem = 5)
attr            = S, HA
hitflag         = MAF
guardflag       = M
animtype        = diagup
air.animtype    = diagup
ground.type     = high
priority        = 7,Hit
damage          = 40,5
pausetime       = 7,8
guard.pausetime = 0,30
sparkno         = S22222
guard.sparkno   = S2222
sparkxy         = -7,-25
hitsound        = S7,152
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = 0,-8
air.velocity    = 0,-8
guard.velocity  = -6
ground.cornerpush.veloff = -0
air.cornerpush.veloff = -0
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0,0
givepower       = 15,0
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
kill            = 1

[State 999, HitDef]
type            = HitDef
trigger1        = (AnimElem = 10)
attr            = A, HA
hitflag         = MAF
guardflag       = M
animtype        = heavy
air.animtype    = heavy
ground.type     = high
priority        = 7,Hit
damage          = 25,5
pausetime       = 0,10
guard.pausetime = 0,10
sparkno         = S2222
guard.sparkno   = S2222
sparkxy         = -7,-25
hitsound        = S7,152
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = 7,-2
air.velocity    = 7,-2
guard.velocity  = 6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0,0
givepower       = 15,0
envshake.time   = 5
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
kill            = 1

[State 999, HitDef]
type            = HitDef
trigger1        = (AnimElem = 14)
attr            = A, HA
hitflag         = MAF
guardflag       = M
animtype        = heavy
air.animtype    = heavy
ground.type     = high
priority        = 7,Hit
damage          = 25,5
pausetime       = 0,10
guard.pausetime = 0,10
sparkno         = S2222
guard.sparkno   = S2222
sparkxy         = -7,-25
hitsound        = S7,152
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = -7,-2
air.velocity    = -7,-2
guard.velocity  = -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0,0
givepower       = 15,0
envshake.time   = 5
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
kill            = 1

[State 999, HitDef]
type            = HitDef
trigger1        = (AnimElem = 18)
attr            = S, HA
hitflag         = MAF
guardflag       = M
animtype        = diagup
air.animtype    = diagup
ground.type     = high
priority        = 7,Hit
damage          = 50,5
pausetime       = 2,10
guard.pausetime = 0,10
sparkno         = S2222
guard.sparkno   = S2222
sparkxy         = -7,-25
hitsound        = S7,152
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = 0,-9
air.velocity    = 0,-9
guard.velocity  = 6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0,0
givepower       = 15,0
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
kill            = 1

[State 999, DestroySelf]
type		= DestroySelf
trigger1        = (AnimElem = 34)

[State 999, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = (1)

[State 999, ChangeState];葵勝った時（はいわろ）
type            = ChangeState
triggerall      = time > 26
triggerall      = time < 47
trigger1        = roundstate != 2
trigger1        = enemy,alive = 0
value           = 959

[State 999, ChangeState];葵勝った時
type            = ChangeState
triggerall      = time > 100
triggerall      = time < 163
trigger1        = roundstate != 2
trigger1        = enemy,alive = 0
value           = 983

[State 999, ChangeState];葵負け
type            = ChangeState
triggerall      = time > 26
triggerall      = time < 47
trigger1        = root,alive = 0
value           = 955

[State 999, ChangeState];葵負け
type            = ChangeState
triggerall      = time > 100
triggerall      = time < 163
trigger1        = root,alive = 0
value           = 955

[State 999, Push]
type            = PlayerPush
trigger1        = 1
value           = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ナイン(葵勝った時）はいわろ
[Statedef 959]
type = S
movetype = A
physics = N
anim = 959
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 959, Turn]
type            = Turn
trigger1        = (AnimElem = 1)
trigger1        = (P2BodyDist X < -25)

[State 959, SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 11)
value           = 9,26
volume          = 255
channel         = 5
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 959, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = (1)

; ナイン(葵勝った時2）
[Statedef 983]
type = S
movetype = A
physics = N
anim = 983
velset = 0.0, 0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 983, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = (1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ナイン(葵負けた時）
[Statedef 955]
type = S
movetype = A
physics = N
anim = 955
velset = 0.0, 0
ctrl = 0
sprpriority = 2
poweradd = 0

[State 955, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = (1)

;---------------------------------------------------------------------------
; ストライカー：にゃん
[Statedef 9595]
type = S
movetype = I
physics = S
anim = 9595
velset = 0,0
ctrl = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 999,33
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 8)
value           = 35,22
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 3600,Helper];にゃん発動
type = Helper
trigger1 = AnimElem = 2
name = "singo"
ID = 9696
pos = -300, 0
postype = p1
sprpriority = 3
stateno = 9696
keyctrl = 0
ownpal = 1
size.xscale	    = .56
size.yscale	    = .56
supermovetime = 0
pausemovetime = 0

[state 0, CtrlSet]
type            = CtrlSet
trigger1        = time = 70
value           = 1

[State 3600,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; にゃん
;-------------------にゃん登場
[Statedef 9696]
type = S
movetype = I
physics = N
anim = 9696
velset = 0,0
ctrl = 0
sprpriority = 3
poweradd = -500

[State 9696, 0]
type = VarSet
triggerall = time = 0
trigger1 = root,facing =  1 && root,pos x < 0
trigger2 = root,facing = -1 && root,pos x > 0
v = 0
value = 1

[State 105: Dust]
type = MakeDust
trigger1 = time < 58
pos = -4,0
spacing = 7

[State 9696, 0]
type = StateTypeSet
trigger1 = animelem = 9
movetype = A

[State 9696, 0]
type = StateTypeSet
trigger1 = animelem = 18
movetype = I

[State 7729, 0]
type = AttackDist
trigger1 = animelemtime(9) >= 0
value = 80

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 9)
attr            = S, HA
hitflag         = MA
guardflag       = 
animtype        = diagup
air.animtype    = diagup
ground.type = high
priority        = 7,Hit
damage          = 80, 0
pausetime       = 0, 6
guard.pausetime = 0, 10
sparkno         = S7005
guard.sparkno   = S7005
sparkxy         = -7, -25
hitsound        = S87, 99
guardsound      = S13, 0
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
kill            = 1
air.hittime     = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.velocity = -7, -5
air.velocity    = -7, -5
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 15, 0
envshake.time   = 20
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 12)
attr            = S, HA
hitflag         = MA
guardflag       = 
animtype        = hard
air.animtype    = hard
ground.type = trip
priority        = 7,Hit
damage          = 0, 0
pausetime       = 0, 6
guard.pausetime = 0, 10
sparkno         = S7005
guard.sparkno   = S7005
sparkxy         = -7, -20
hitsound        = S65, 9
guardsound      = S13, 0
ground.slidetime    = 1
ground.hittime  = 0
guard.hittime   = 0
kill            = 0
air.hittime     = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.velocity = -0.8, -2.6
air.velocity    = -0.8, -2.6
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -2.4 -2.6
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 0, 0
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 1];カメラ固定
type = screenbound
trigger1 = time < 100
value = 1
movecamera = 0,0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
trigger2        = (animelem = 3)
trigger3        = (animelem = 5)
trigger4        = (animelem = 7)
trigger5        = (animelem = 8)
value           = 62,76
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 5)
value           = 86,51
volume          = 255
channel         = 5
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (animelem = 1)
trigger2        = (animelem = 3)
trigger3        = (animelem = 5)
trigger4        = (animelem = 7)
x		        = ifelse(var(0), 2.0, 3.5)

[State 0:     VelSet]
type            = VelSet
trigger1        = (animelem = 2)
trigger2        = (animelem = 4)
trigger3        = (animelem = 6)
trigger4        = (animelem = 8)
x		        = ifelse(var(0), 1.5, 2.75)

[State 0:     VelSet]
type            = VelSet
trigger1        = (animelem = 9)
x		        = 4.5

[State 0:     VelSet]
type            = VelSet
trigger1        = (animelem = 10)
trigger2        = (animelem = 11)
x		        = .4

[State 0:     VelSet]
type            = VelSet
trigger1        = (animelem = 12)
x		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (animelem = 13)
x		        = 0

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = time = 280

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

[State 6010,ChangeState];葵勝った時
type = ChangeState
triggerall      = time > 80
triggerall      = time < 255
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value = 731

[State 6010,ChangeState];葵負け
type = ChangeState
triggerall      = time > 80
triggerall      = time < 255
trigger1 = root,alive = 0
value = 732

[State 6000,Push]
type = PlayerPush
trigger1 = 1
value = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; にゃん(葵勝った時）
[Statedef 731]
type = S
movetype = A
physics = N
anim = 731
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; にゃん(葵負けた時）
[Statedef 732]
type = S
movetype = A
physics = N
anim = 732
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

;---------------------------------------------------------------------------
; ストライカー：サロメ
[Statedef 3690]
type = S
movetype = I
physics = S
anim = 3690
velset = 0,0
ctrl = 0
poweradd = -2000

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time		    = 1
add		        = -25,-25,-25
mul		        = 225,225,225
sinadd		    = 0,0,0,1
color		    = 256
invertall	    = 0

[State 0:     EnvShake]
type 			= EnvShake
trigger1        = (animelem = 1)
time 			= 50
freq 			= 65
ampl   = -5
phase  = 5

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 8,345
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 999,33
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 75,686
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 3600,Helper];サロメメカ発動
type = Helper
trigger1 = AnimElem = 1
name = "singo"
ID = 3856
pos = 210, -95
postype = left
sprpriority = -8
stateno = 3856
keyctrl = 0
ownpal = 1
size.xscale	    = .7
size.yscale	    = .7
supermovetime = 0
pausemovetime = 0

[State 3600,Helper];サロメメカ発動(衝撃)
type = Helper
trigger1 = AnimElem = 1
name = "singo"
ID = 3356
pos = 210, -95
postype = left
sprpriority = -8
stateno = 3356
keyctrl = 0
ownpal = 1
size.xscale	    = .7
size.yscale	    = .7
supermovetime = 0
pausemovetime = 0

[state 0, CtrlSet]
type            = CtrlSet
trigger1        = time = 240
value           = 1

[State 3600,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメ
;-------------------サロメ登場
[Statedef 363]
type = S
movetype = I
physics = N
anim = 363
velset = 0,0
ctrl = 0
sprpriority = -2
poweradd = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 76,28
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (animelem = 82)
value           = 8,154
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 61)
value           = 9,76
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 45) 
value           = 23,65
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 45) 
trigger2        = (AnimElem = 46) 
trigger3        = (AnimElem = 47) 
trigger4        = (AnimElem = 48) 
trigger5        = (AnimElem = 49) 
value           = 9,123
volume          = 255
channel         = 7
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 45) 
helpertype	    = normal
name		    = "missile_1"
id              = 4344
pos		        = -120,10
postype         = p1
facing		    = 1
stateno	        = 4344
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 46) 
helpertype	    = normal
name		    = "missile_2"
id              = 4344
pos		        = -80,0
postype         = p1
facing		    = 1
stateno	        = 4344
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 47) 
helpertype	    = normal
name		    = "missile_3"
id              = 4344
pos		        = -50,0
postype         = p1
facing		    = 1
stateno	        = 4344
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 48) 
helpertype	    = normal
name		    = "missile_4"
id              = 4344
pos		        = 50,0
postype         = p1
facing		    = 1
stateno	        = 4344
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 49) 
helpertype	    = normal
name		    = "missile_5"
id              = 4344
pos		        = 80,0
postype         = p1
facing		    = 1
stateno	        = 4344
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 50) 
helpertype	    = normal
name		    = "missile_6"
id              = 4344
pos		        = 120,10
postype         = p1
facing		    = 1
stateno	        = 4344
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 20) 
trigger2        = (AnimElem = 26) 
helpertype	    = normal
name		    = "mecha_left"
id              = 3834
pos		        = -50,-40
postype         = left
facing		    = 1
stateno	        = 3834
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = .35
size.yscale	    = .35

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (AnimElem = 20) 
trigger2        = (AnimElem = 23) 
trigger3        = (AnimElem = 26) 
trigger4        = (AnimElem = 29) 
value           = 5,28
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 23) 
trigger2        = (AnimElem = 29) 
helpertype	    = normal
name		    = "mecha_right"
id              = 3838
pos		        = 400,-40
postype         = left
facing		    = 1
stateno	        = 3838
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = .35
size.yscale	    = .35

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 7) 
trigger2        = (AnimElem = 10) 
trigger3        = (AnimElem = 13) 
trigger4        = (AnimElem = 16) 
trigger5        = (AnimElem = 19) 
trigger6        = (AnimElem = 22) 
trigger7        = (AnimElem = 25) 
trigger8        = (AnimElem = 28) 
trigger9        = (AnimElem = 31) 
helpertype	    = normal
name		    = "bullet_right"
id              = 8003
pos		        = 8,57
postype         = p1
facing		    = 1
stateno	        = 8003
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 8) 
trigger2        = (AnimElem = 11) 
trigger3        = (AnimElem = 14) 
trigger4        = (AnimElem = 17) 
trigger5        = (AnimElem = 20) 
trigger6        = (AnimElem = 23) 
trigger7        = (AnimElem = 26) 
trigger8        = (AnimElem = 29)
trigger9        = (AnimElem = 32) 
helpertype	    = normal
name		    = "bullet_under"
id              = 8005
pos		        = 8,57
postype         = p1
facing		    = 1
stateno	        = 8005
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 9) 
trigger2        = (AnimElem = 12) 
trigger3        = (AnimElem = 15) 
trigger4        = (AnimElem = 18) 
trigger5        = (AnimElem = 21) 
trigger6        = (AnimElem = 24) 
trigger7        = (AnimElem = 27) 
trigger8        = (AnimElem = 30)
trigger9        = (AnimElem = 33)
helpertype	    = normal
name		    = "bullet_left"
id              = 8004
pos		        = 8,57
postype         = p1
facing		    = 1
stateno	        = 8004
keyctrl	        = 0
ownpal		    = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale	    = 1
size.yscale	    = 1

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (animelem = 7)
trigger2        = (animelem = 11)
trigger3        = (animelem = 15)
trigger4        = (animelem = 19)
trigger5        = (animelem = 23)
trigger6        = (animelem = 27)
value           = 9,999
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

[State 6010,ChangeState];葵勝った時;弾丸中
type = ChangeState
triggerall      = time > 1
triggerall      = time < 60
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value           = ifelse(random>500,364,ifelse(random> 500,3699,364))

[State 6010,ChangeState];葵勝った時;弾丸打ち終わりの間
type = ChangeState
triggerall      = time > 170
triggerall      = time < 290
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value           = ifelse(random>500,364,ifelse(random> 500,3699,364))

[State 6010,ChangeState];葵勝った時;
type = ChangeState
triggerall      = time > 430
triggerall      = time < 490
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value           = ifelse(random>500,364,ifelse(random> 500,3699,364))

[State 6010,ChangeState];葵勝った時;
type = ChangeState
triggerall      = time > 650
triggerall      = time < 1100
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value           = ifelse(random>500,3699,ifelse(random> 500,3699,364))

[State 6010,ChangeState];葵負け
type = ChangeState
trigger1 = parent,stateno = 3859
value = 622

[State 6000,Push]
type = PlayerPush
trigger1 = 1
value = 1

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = parent,stateno = 3921

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメ(葵勝った時）
[Statedef 364]
type = S
movetype = I
physics = N
anim = 364
velset = 0,0
ctrl = 0
sprpriority = -2
poweradd = 0

[State 0:     SwingSound];葵が勝った時のセリフ
type            = PlaySnd
trigger1        = (animelem = 6)
value           = 86,47
volume          = 255
channel         = 5
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound];アレキサンダー
type            = PlaySnd
trigger1        = (animelem = 16)
value           = 7,923
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメ(葵勝った時）
[Statedef 3699]
type = S
movetype = I
physics = N
anim = 3699
velset = 0,0
ctrl = 0
sprpriority = -2
poweradd = 0

[State 0:     SwingSound];葵が勝った時のセリフ
type            = PlaySnd
trigger1        = (animelem = 6)
value           = 8,743
volume          = 255
channel         = 5
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメ(葵負けた時）
[Statedef 622]
type = S
movetype = I
physics = N
anim = 622
velset = 0,0
ctrl = 0
sprpriority = -2
poweradd = 0

[State 0:     SwingSound];葵が負けた時のセリフ
type            = PlaySnd
trigger1        = (animelem = 3)
value           = 7,877
volume          = 255
channel         = 6
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメの乗ってる大型メカ
;-------------------サロメ大型メカ登場
[Statedef 3856]
type = S
movetype = I
physics = N
anim = 3856
velset = 0,0
ctrl = 0
sprpriority = -3
poweradd = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (animelem = 12)
value           = 8,88
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 3600,Helper];サロメ発動
type = Helper
trigger1 = AnimElem = 13
name = "sarome"
ID = 363
pos = 0, -38
postype = p1
sprpriority = 1
stateno = 363
keyctrl = 0
ownpal = 1
size.xscale	    = .22
size.yscale	    = .22

[State 6010,ChangeState];メカ帰る
type = ChangeState
triggerall = roundstate = 2
triggerall = enemy,alive != 0
trigger1 = time = 950
value = 3921

[State 6010,ChangeState];葵負け
type = ChangeState
trigger1 = root,alive = 0
value = 3859

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメの乗ってる大型メカ２(サロメに負けを伝える)
;-------------------サロメ大型メカ
[Statedef 3859]
type = S
movetype = I
physics = N
anim = 3859
velset = 0,0
ctrl = 0
sprpriority = -3
poweradd = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = time = 2000

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメの乗ってる大型メカ(見えない衝撃)
;-------------------サロメ大型メカ
[Statedef 3356]
type = S
movetype = A
physics = N
anim = 3356
velset = 0,0
ctrl = 0
sprpriority = -99
poweradd = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0: 	HitDef]
type            = HitDef
trigger1        =  (AnimElem = 2)
attr            = S, HA
hitflag         = MAFPD
guardflag       = M
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = 10,1
pausetime       = 0, 8
guard.pausetime = 0, 16
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S87, 99
guardsound      = S87, 99
ground.slidetime    = 25
ground.hittime  = 25
guard.hittime   = 25
air.hittime     = 25
ground.velocity = -9, -6
air.velocity    = -9, -6
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 3
kill            = 0
numhits         = 1

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = time = 40

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; サロメの乗ってる大型メカ帰る
;-------------------サロメ大型メカ帰る
[Statedef 3921]
type = S
movetype = I
physics = N
anim = 3921
velset = 0,0
ctrl = 0
sprpriority = -3
poweradd = 0

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (animelem = 2)
value           = 66,123
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (animelem = 2)
value           = 8,88
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound];
type            = PlaySnd
trigger1        = (animelem = 4)
value           = 7,834
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     EnvShake]
type 		= EnvShake
trigger1        = (animelem = 4)
time 		= 50
freq 		= 65
ampl   = -5
phase  = 5

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = time = 300

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 弾丸ヘルパー右
[Statedef 8003]
type            = A
movetype        = A
physics         = A
anim            = 8003
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 25
length          = 4
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 22
y               = 2

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        =  (AnimElem = 1)
attr            = A, HP
hitflag         = MAFP
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
priority        = 7, hit
damage          = 17,5
pausetime       = 0, 10
guard.pausetime = 0, 10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S13, 2
guardsound      = S13, 0
ground.slidetime    = 28
ground.hittime  = 28
guard.hittime   = 28
air.hittime     = 28
ground.velocity = -5, 0
air.velocity    = -1.5, -1.2
air.juggle      = 1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 5
givepower       = 20, 3
kill            = 1
numhits         = 1
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -50
trigger1        = time >= 30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 弾丸ヘルパー左
[Statedef 8004]
type            = A
movetype        = A
physics         = A
anim            = 8003
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 25
length          = 4
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = -22
y               = 2

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        =  (AnimElem = 1)
attr            = A, HP
hitflag         = MAFP
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
priority        = 7, hit
damage          = 17,5
pausetime       = 0, 10
guard.pausetime = 0, 10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S13, 2
guardsound      = S13, 0
ground.slidetime    = 28
ground.hittime  = 28
guard.hittime   = 28
air.hittime     = 28
ground.velocity = -5, 0
air.velocity    = -1.5, -1.2
air.juggle      = 1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 5
givepower       = 20, 3
kill            = 1
numhits         = 1
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = backedgedist < -50
trigger1        = time >= 30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 弾丸ヘルパー下
[Statedef 8005]
type            = S
movetype        = A
physics         = S
anim            = 8003
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 25
length          = 4
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 0
y               = 20

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        =  (AnimElem = 1)
attr            = A, HP
hitflag         = MAFP
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
priority        = 7, hit
damage          = 17,5
pausetime       = 0, 10
guard.pausetime = 0, 20
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S13, 2
guardsound      = S13, 0
ground.slidetime    = 28
ground.hittime  = 28
guard.hittime   = 28
air.hittime     = 28
ground.velocity = -5, 0
air.velocity    = -1.5, -1.2
air.juggle      = 1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 5
givepower       = 20, 3
kill            = 1
numhits         = 1
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = time >= 30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 中型メカ（右→左）
[Statedef 3838]
type            = S
movetype        = A
physics         = S
anim            = 3838
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 0
numhits         = 1

;---------------

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = 8,4
spacing = 7

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = -3
y               = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        =  (AnimElem = 1)
trigger2        =  (AnimElem = 3)
trigger3        =  (AnimElem = 5)
attr            = S, SP
hitflag         = MAFP
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
priority        = 7, hit
damage          = 2,1
pausetime       = 0, 10
guard.pausetime = 0, 10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S13, 2
guardsound      = S13, 0
ground.slidetime    = 28
ground.hittime  = 28
guard.hittime   = 28
air.hittime     = 28
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ground.velocity = -5, 0
air.velocity    = -1.5, -1.2
air.juggle      = 1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 5
givepower       = 20, 3
kill            = 1
numhits         = 1
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = backedgedist < -100
trigger1        = time >= 120

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 中型メカ（左→右）
[Statedef 3834]
type            = S
movetype        = A
physics         = S
anim            = 3834
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 0
numhits         = 1

;---------------

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = -8,4
spacing = 7

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 3
y               = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        =  (AnimElem = 1)
trigger2        =  (AnimElem = 3)
trigger3        =  (AnimElem = 5)
attr            = S, SP
hitflag         = MAFP
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
priority        = 7, hit
damage          = 2,1
pausetime       = 0, 10
guard.pausetime = 0, 20
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S13, 2
guardsound      = S13, 0
ground.slidetime    = 28
ground.hittime  = 28
guard.hittime   = 28
air.hittime     = 28
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ground.velocity = -5, 0
air.velocity    = -1.5, -1
air.juggle      = 1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 5
givepower       = 20, 3
kill            = 1
numhits         = 1
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = frontedgedist < -100
trigger1        = time >= 120

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ミサイル
[Statedef 4344]
type            = S
movetype        = A
physics         = S
anim            = 4344
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

;---------------

[State 500:     PosAdd];
type            = Posadd
trigger1        = (AnimElem = 7)
x               = (P2BodyDist X+7)

[State 105: Dust]
type = Explod
trigger1 = movecontact = 1
anim = 7013
ID = 7013
pos = 40,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1

[State 0:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 200
length          = 4
palcolor        = 256
palinvertall    = 0
palbright       = 90,90,90
palcontrast     = 220,220,50
palpostbright   = 10,10,10
paladd          = 10,10,25
palmul          = .65,.65,.75
timegap         = 1
framegap        = 1
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:    Velset]
type            = VelSet
trigger1        =  (AnimElem = 1)
x               = 0
y               = -7

[State 0:    Velset]
type            = VelSet
trigger1        =  (AnimElem = 7)
x               = 0
y               = 20

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA, AA, AP, AT
time            = 1
ignorehitpause  = 1

[State 0: 	HitDef]
type            = HitDef
trigger1        =  (AnimElem = 7)
attr            = S, SP
hitflag         = MAFPD
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = 20,10
pausetime       = 0, 8
guard.pausetime = 0, 12
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8, 34
guardsound      = S8, 34
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = -9, -5
air.velocity    = -8, -5
air.juggle      = 1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -9, 0
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 5
givepower       = 20, 3
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = time >= 100
trigger2        = (movecontact)

;---------------------------------------------------------------------------
; ストライカー：じいや
[Statedef 9736]
type = S
movetype = I
physics = S
anim = 9736
velset = 0,0
ctrl = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 999,33
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 4)
value           = 6,123
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 3600,Helper];じいや発動
type = Helper
trigger1 = AnimElem = 2
name = "singo"
ID = 9735
pos = -50, 0
postype = p2
sprpriority = 3
stateno = 9735
keyctrl = 0
ownpal = 1
size.xscale    = .82
size.yscale    = .82
supermovetime = 0
pausemovetime = 0

[state 0, CtrlSet]
type            = CtrlSet
trigger1        = time = 40
value           = 1

[State 3600,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ストライカー：じいや(ガーキャンから発動)
[Statedef 9939]
type = S
movetype = I
physics = S
anim = 9777
velset = 0,0
ctrl = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 6,123
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 3600,Helper];じいや発動
type = Helper
trigger1 = AnimElem = 2
name = "singo"
ID = 1735
pos = -50, 0
postype = p2
sprpriority = 3
stateno = 1735
keyctrl = 0
ownpal = 1
size.xscale    = .82
size.yscale    = .82
supermovetime = 0
pausemovetime = 0

[state 0, CtrlSet]
type            = CtrlSet
trigger1        = time = 30
value           = 1

[State 3600,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; じいや
;-------------------じいや登場
[Statedef 9735]
type = S
movetype = I
physics = N
anim = 9735
velset = 0,0
ctrl = 0
sprpriority = 3
poweradd = -500

[State -2]
type = PalFX;点滅
triggerall = time > 5
triggerall = time < 140
trigger1 = (GameTime%1) = 0
time = 1
add = 20,20,20
ignorehitpause = 1

[State 52, 2];位置
type = PosSet
trigger1 = time = 0
y = 0

[State 52, 2];位置
type = PosAdd
trigger1 = time = 0
y = 0

[State 9735, 0]
type = StateTypeSet
trigger1 = animelemtime(2) = 8
movetype = A

[State 9735, 0]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 3)
attr            = S, NA
hitflag         = MAFPD
guardflag       = L
animtype        = diagup
air.animtype    = diagup
ground.type = high
priority        = 7,Hit
damage          = 70, 20
pausetime       = 0, 6
guard.pausetime = 0, 12
sparkno         = S7005
guard.sparkno   = S7005
sparkxy         = -7, -25
hitsound        = S87, 99
guardsound      = S13, 0
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
kill            = 1
air.hittime     = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.velocity = -2, -8
air.velocity    = -2, -8
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -2, -8
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 15, 0
envshake.time   = 20
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 3)
value           = 56,18
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

[State 6010,ChangeState];葵勝った時
type = ChangeState
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value = 9733

[State 6010,ChangeState];葵負け
type = ChangeState
trigger1 = root,alive = 0
value = 9732

[State 6000,Push]
type = PlayerPush
trigger1 = 1
value = 1

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = time = 70

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; じいや(ガーキャン)
;-------------------じいや登場
[Statedef 1735]
type = S
movetype = I
physics = N
anim = 1735
velset = 0,0
ctrl = 0
sprpriority = 3
poweradd = -1500

[State -2]
type = PalFX;点滅
triggerall = time > 5
triggerall = time < 140
trigger1 = (GameTime%1) = 0
time = 1
add = 20,20,20
ignorehitpause = 1

[State 52, 2];位置
type = PosSet
trigger1 = time = 0
y = 0

[State 52, 2];位置
type = PosAdd
trigger1 = time = 0
y = 0

[State 1735, 0]
type = StateTypeSet
trigger1 = animelemtime(2) = 2
movetype = A

[State 1735, 0]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 3)
attr            = S, NA
hitflag         = MAFPD
guardflag       = M
animtype        = diagup
air.animtype    = diagup
ground.type = high
priority        = 7,Hit
damage          = 50, 5
pausetime       = 0, 6
guard.pausetime = 0, 12
sparkno         = S7005
guard.sparkno   = S7005
sparkxy         = -7, -25
hitsound        = S87, 99
guardsound      = S13, 0
ground.slidetime    = 10
ground.hittime  = 10
guard.hittime   = 10
kill            = 1
air.hittime     = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.velocity = -4, -5
air.velocity    = -4, -5
air.juggle      = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -4, -5
down.hittime    = 0
down.bounce     = 0
ID              = 2843
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 15, 0
envshake.time   = 20
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 3)
value           = 56,18
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

[State 6010,ChangeState];葵勝った時
type = ChangeState
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value = 9733

[State 6010,ChangeState];葵負け
type = ChangeState
trigger1 = root,alive = 0
value = 9732

[State 6000,Push]
type = PlayerPush
trigger1 = 1
value = 1

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = time = 70

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; じいや(葵勝った時）
[Statedef 9733]
type = S
movetype = A
physics = N
anim = 9733
velset = 0.0, 0
ctrl = 0
sprpriority = 0
poweradd = 0

[State -2]
type = PalFX;点滅
triggerall = time > 1
triggerall = time < 140
trigger1 = (GameTime%1) = 0
time = 1
add = 20,20,20
ignorehitpause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; じいや(葵負けた時）
[Statedef 9732]
type = S
movetype = A
physics = N
anim = 9732
velset = 0.0, 0
ctrl = 0
sprpriority = 2
poweradd = 0

type = PalFX;点滅
triggerall = time > 1
triggerall = time < 140
trigger1 = (GameTime%1) = 0
time = 1
add = 20,20,20
ignorehitpause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = (1)
