;---------------------;
;                     ;
;    ☆水無月遥☆     ;
;                     ;
;---------------------;

; 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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; エンジェルアッパー弱
[Statedef 2843]
type            = A
movetype        = A
physics         = A
anim            = 2843
;velset          = 0,0
ctrl            = 0
poweradd        = 20*var(51)
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 2843, NotHitBy]
type            = NotHitBy
trigger1        = Time = 0
value           = SCA
time            = 8

[State 2843, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 3)
value           = 55,6
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 2843, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 4)
anim            = 7020
ID              = 7020
pos             = 12,-53
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 19
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 10
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .1, .4
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 2843, VelSet]
type            = VelSet
trigger1        = (Animelem = 1)
x               = 0
y               = -2

[State 2843, VelSet]
type            = VelSet
trigger1        = (Animelem = 3)
x               = .3
y               = -2

[State 2843, VelSet]
type            = VelSet
trigger1        = (Animelem = 4)
x               = 3.5
y               = -8

[State 2843, VelSet]
type            = VelSet
trigger1        = (Animelem = 7)
x               = 2.5
y               = 0

[State 2843, VelSet]
type            = VelSet
trigger1        = (Animelem = 8)
x               = 1
y               = 4

[State 2843, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

;---------------
;Hit Details
;---------------

[State 2843, HitDef]
type            = HitDef
trigger1        = AnimElem = 4
attr            = A,SA
hitflag         = MAF
guardflag       = M
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 5,Hit
damage          = 70,10
pausetime       = 13,14
guard.pausetime = 13,14
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 7
air.hittime     = 0
ground.velocity = -4,-6
air.velocity    = -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 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
kill            = 1
getpower        = 45*var(51),0
givepower       = 15,0
envshake.time   = 15
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 2843, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 30
length          = 8
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 2843, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 3)
value           = 76,9
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 2843, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

[State 2843]
type            = ChangeState
triggerall      = time > 20
trigger1        = pos y > -15
value           = 833
ctrl            = 0

;---------------------------------------------------------------------------
; エンジェルアッパー強
[Statedef 2844]
type            = A
movetype        = A
physics         = A
anim            = 2844
;velset          = 0,0
ctrl            = 0
poweradd        = 25*var(51)
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 2844, NotHitBy]
type            = NotHitBy
trigger1        = Time = 0
value           = SCA
time            = 9

[State 2844, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 4)
anim            = 7020
ID              = 7020
pos             = 12,-53
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 19
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 10
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .15, .43
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 2844, VelSet]
type            = VelSet
trigger1        = (Animelem = 1)
x               = 0
y               = -2

[State 2844, VelSet]
type            = VelSet
trigger1        = (Animelem = 3)
x               = .4
y               = -3

[State 2844, VelSet]
type            = VelSet
trigger1        = (Animelem = 4)
x               = 4.3
y               = -10

[State 2844, VelSet]
type            = VelSet
trigger1        = (Animelem = 7)
x               = 2.3
y               = 0

[State 2844, VelSet]
type            = VelSet
trigger1        = (Animelem = 8)
x               = 2
y               = 4.8

[State 2844, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

;---------------
;Hit Details
;---------------

[State 2844, HitDef]
type            = HitDef
trigger1        = AnimElem = 4
attr            = A,SA
hitflag         = MAF
guardflag       = M
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 6,Hit
damage          = 100,10
pausetime       = 13,14
guard.pausetime = 13,14
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 7
air.hittime     = 0
ground.velocity = -5,-8
air.velocity    = -5,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 2844
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 55*var(51),0
givepower       = 15,0
envshake.time   = 20
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 2844, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 40
length          = 8
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 2844, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 3)
value           = 55,6
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 2844, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 3)
value           = 76,9
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 2844, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

[State 2844]
type            = ChangeState
triggerall      = time > 20
trigger1        = pos y > -15
value           = 833
ctrl            = 0

;---------------------------------------------------------------------------
; エンジェルパンチ(弱)
[Statedef 393]
type            = S
movetype        = A
physics         = S
anim            = 393
ctrl            = 0
poweradd        = 20*var(51)
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 393, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 15
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 393, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 7)
anim            = 7012
ID              = 7012
pos             = 0,10
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 393, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 8)
anim            = 8010
ID              = 8010
pos             = 30,-100
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 10
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .5, 1
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 393, VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
x               = 5
y               = 0

[State 393, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

;---------------
;Sound/Effects
;---------------

[State 393, SwingSound];効果音
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 76,9
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 393, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 70,1
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 393, HitDef]
type            = HitDef
trigger1        = AnimElem = 8
attr            = S,SA
hitflag         = MAF
guardflag       = MA
animtype        = Hard
air.animtype    = Up
ground.type     = High
priority        = 5,Hit
damage          = 80,20
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 18
ground.hittime  = 22
guard.hittime   = 12
air.hittime     = 0
ground.velocity = -17,0
air.velocity    = -6,-3
ground.cornerpush.veloff = -23
air.cornerpush.veloff = -23
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 393
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 35*var(51),10*var(51)
givepower       = 20,3
envshake.time   = 15
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

;---------------
[State 393, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルパンチ（強）
[Statedef 394]
type            = S
movetype        = A
physics         = S
anim            = 394
ctrl            = 0
poweradd        = 25*var(51)
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 394, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 18)
anim            = 7012
ID              = 7012
pos             = 0,10
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 394, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 18)
anim            = 8010
ID              = 8010
pos             = 30,-100
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 10
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .5, 1
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 394, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 31
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 394, VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x               = 7
y               = 0

[State 394, VelSet]
type            = VelSet
trigger1        = (AnimElem = 17)
x               = 6
y               = 0

[State 394, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

;---------------
;Sound/Effects
;---------------

[State 394, SwingSound];効果音
type            = PlaySnd
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 6)
trigger3        = (AnimElem = 9)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 394, SwingSound];効果音
type            = PlaySnd
trigger1        = (AnimElem = 17)
value           = 76,9
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 394, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 17)
value           = 70,1
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 394, HitDef]
type            = HitDef
trigger1        = AnimElem = 3
trigger2        = AnimElem = 10
attr            = S,SA
hitflag         = MAF
guardflag       = MA
animtype        = Light
air.animtype    = Up
ground.type     = High
priority        = 6,Hit
damage          = 15,4
pausetime       = 5,6
guard.pausetime = 5,6
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 18
ground.hittime  = 18
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -3,0
air.velocity    = -1,-2.25
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
kill            = 1
down.hittime    = 0
down.bounce     = 0
ID              = 202
chainID         = -1
numhits         = 1
getpower        = 15*var(51),10*var(51)
givepower       = 20,3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 394, HitDef]
type            = HitDef
trigger1        = AnimElem = 7
attr            = S,SA
hitflag         = MAF
guardflag       = MA
animtype        = Light
air.animtype    = Up
ground.type     = Low
priority        = 6,Hit
damage          = 20,4
pausetime       = 5,6
guard.pausetime = 5,6
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -10,-25
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 16
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -3,0
air.velocity    = -1,-2.25
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 394
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 15*var(51),10*var(51)
givepower       = 20,3

[State 394, HitDef]
type            = HitDef
trigger1        = AnimElem = 18
attr            = S,SA
hitflag         = MAF
guardflag       = MA
animtype        = Hard
air.animtype    = Up
ground.type     = High
priority        = 6,Hit
damage          = 50,8
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 16
ground.hittime  = 20
guard.hittime   = 12
air.hittime     = 20
ground.velocity = -18,0
air.velocity    = -8,-2
ground.cornerpush.veloff = -23
air.cornerpush.veloff = -23
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 395
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 35*var(51),10*var(51)
givepower       = 20,3
envshake.time   = 15
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

;---------------
[State 394, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルラッシュ
[Statedef 7959]
type            = S
movetype        = A
physics         = S
anim            = 7959
;velset          = 0,0
ctrl            = 0
poweradd        = -1000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

;---------------
[State 7655, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 37
range = 0,24
ignorehitpause = 1

[State 7959, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 49
flag            = NoBarDisplay
flag2           = NoFG
ignorehitpause  = 1

[State 7959, AssertSpecial]
type            = AssertSpecial
trigger1        = NumHelper(9543) = 1
flag            = Intro
flag2           = NoMusic
ignorehitpause  = 1

[State 7959, HitDef]
type            = HitDef
trigger1        = AnimElem = 8
attr            = S,HA
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,Hit
damage          = 0,10
pausetime       = 0,50
guard.pausetime = 15,30
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S867,99
guardsound      = S66,4
ground.slidetime= 999
ground.hittime  = 40
guard.hittime   = 20
air.hittime     = 40
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              = 7959
chainID         = -1
numhits         = 0
kill            = 0
snap            = 45,0
getpower        = 0,0
givepower       = 100,3
envshake.time   = 22
envshake.freq   = 78
envshake.ampl   = -5
envshake.phase  = 2
p1stateno       = 9283

;カットイン
[State 7959, Explod-1]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(37)=0,5,IfElse(Var(37)=1,4,IfElse(Var(37)<=3,3,IfElse(Var(37)<=5,2,IfElse(Var(37)<=11,1,0)))))
id              = 3245
pos             = 200,260
postype         = back
ownpal          = 1
bindtime        = -1
removetime      = 50
scale           = 0.5,0.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999

[State 7959, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (AnimElem = 7)
time            = 32
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 7959, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 180,3
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7959, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 100,0
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7959, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 767,77
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7959, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_7959"
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 7959, Helper]
type            = null;Helper
trigger1        = (AnimElem = 8)
helpertype      = normal
name            = "icon_on_7959"
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 7959, Explod-2];エフェクト
type            = Explod
trigger1        = (AnimElem = 7)
anim            = 7012
ID              = 7012
pos             = 0, 0
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     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7959, VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
x               = 0
y               = 0

[State 7959, VelSet]
type            = VelSet
trigger1        = (AnimElem = 8)
x               = 26
y               = 0

[State 7959, VelSet]
type            = VelSet
trigger1        = (AnimElem = 9)
x               = 2
y               = 0

[State 7959, VelSet]
type            = VelSet
trigger1        = (AnimElem = 10)
x               = 1
y               = 0

[State 7959, VelSet]
type            = VelSet
trigger1        = (AnimElem = 11)
x               = 0
y               = 0

[State 7959, Explod-3];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6500
ID              = 6500
pos             = -2,-35
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4,1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7959, Explod-4];光エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6501
ID              = 6501
pos             = -2,-35
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4,1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7959, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 48
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 7959, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 48
pos             = 0,-35
movetime        = 48
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 7959, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; ラッシュ発動
[Statedef 9283]
type            = S
movetype        = A
physics         = S
anim            = 9283
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 9283, Turn]
type            = Turn
trigger1        = P2Dist X < 0

[State 9283, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 233
add             = -55,-55,-55
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 9283, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 200
length          = 15
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 9283, MakeDust]
type            = MakeDust
triggerall      = time < 175
trigger1        = time > 30
pos             = -22,0
spacing         = 4

[State 9283, PalFX]
type            = PalFX;点滅
triggerall      = (time < 190)
trigger1        = (GameTime%4) = 0
time            = 1
add             = 50,50,50
ignorehitpause  = 1

[State 9283, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 57)
anim            = 8010
ID              = 8010
pos             = 26,-120
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 10
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .5, 1
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 9283, VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
trigger2        = (AnimElem = 2)
x               = 2
y               = 0

[State 9283, VelSet]
type            = VelSet
trigger1        = (AnimElem = 53)
x               = 1
y               = 0

[State 9283, VelSet]
type            = VelSet
trigger1        = (AnimElem = 56)
x               = 1
y               = 0

[State 9283, VelSet]
type            = VelSet
trigger1        = (AnimElem = 57)
x               = 12
y               = 0

[State 9283, VelSet]
type            = VelSet
trigger1        = (AnimElem = 58)
x               = 5
y               = 0

[State 9283, VelSet]
type            = VelSet
trigger1        = (AnimElem = 60)
x               = 1
y               = 0

[State 9283, VelSet]
type            = VelSet
trigger1        = (AnimElem = 62)
x               = 0
y               = 0

[State 9283, VelSet]
type            = VelSet
triggerall      = time < 140
trigger1        = time > 30
x               = 1.5
y               = 0

[State 9283, VelSet]
type            = VelSet
triggerall      = time < 180
trigger1        = time > 141
x               = 1.2
y               = 0

[State 9283, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

[State 9283, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = 1

[State 9283, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 551,3
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 9283, SwingSound];とどめのアッパーボイス
type            = PlaySnd
trigger1        = (Animelem = 56)
value           = 100,55
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 9283, HitDef]
type            = HitDef
trigger1        = AnimElem = 3
attr            = S,HA
hitflag         = MAF
guardflag       = 
animtype        = Hard
air.animtype    = Hard
ground.type     = Low
priority        = 7,Hit
damage          = ifelse(var(41)>=7,floor(enemy,lifemax*0.03),30),ifelse(var(41)>=7,floor(enemy,lifemax*0.03),30)
pausetime       = 10,20
guard.pausetime = 10,10
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-33
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -1,-3
ground.cornerpush.veloff = -1
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 7959
chainID         = -1
numhits         = 1
kill            = 0
snap            = 45,0
getpower        = 0,0
givepower       = 20,3
envshake.time   = 40
envshake.freq   = 62
envshake.ampl   = -2
envshake.phase  = 1

[State 9283, HitDef]
type            = HitDef
trigger1        = AnimElem = 8
trigger2        = AnimElem = 17
trigger3        = AnimElem = 20
trigger4        = AnimElem = 32
trigger5        = AnimElem = 35
attr            = S,HA
hitflag         = MAF
guardflag       = 
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 7,Hit
damage          = ifelse(var(41)>=7,floor(enemy,lifemax*0.015),15),ifelse(var(41)>=7,floor(enemy,lifemax*0.02),20)
pausetime       = 3,10
guard.pausetime = 3,10
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-33
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,-3
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 7959
chainID         = -1
numhits         = 1
kill            = 0
snap            = 45,0
getpower        = 0,0
givepower       = 20,3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
snap            = 50

[State 9283, HitDef]
type            = HitDef
trigger1        = AnimElem = 6
trigger2        = AnimElem = 10
trigger3        = AnimElem = 13
trigger4        = AnimElem = 23
trigger5        = AnimElem = 26
trigger6        = AnimElem = 29
attr            = S,HA
hitflag         = MAF
guardflag       = 
animtype        = Light
air.animtype    = Light
ground.type     = High
priority        = 7,Hit
damage          = ifelse(var(41)>=7,floor(enemy,lifemax*0.014),14),ifelse(var(41)>=7,floor(enemy,lifemax*0.005),5)
pausetime       = 2,10
guard.pausetime = 2,10
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-20
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,-3
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 7959
chainID         = -1
numhits         = 1
kill            = 0
snap            = 45,0
getpower        = 0,0
givepower       = 20,3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
snap            = 60

[State 9283, HitDef]
type            = HitDef
trigger1        = AnimElem = 37
trigger2        = AnimElem = 41
trigger3        = AnimElem = 45
trigger4        = AnimElem = 49
attr            = S,HA
hitflag         = MAF
guardflag       = 
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,Hit
damage          = ifelse(var(41)>=7,floor(enemy,lifemax*0.013),13),ifelse(var(41)>=7,floor(enemy,lifemax*0.005),5)
pausetime       = 1,11
guard.pausetime = 1,11
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-14
hitsound        = S13,2
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,-3
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 7959
chainID         = -1
numhits         = 1
kill            = 0
snap            = 45,0
getpower        = 0,0
givepower       = 20,3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
snap            = 47

[State 9283, HitDef]
type            = HitDef
trigger1        = AnimElem = 39
trigger2        = AnimElem = 43
trigger3        = AnimElem = 47
trigger4        = AnimElem = 51
attr            = S,HA
hitflag         = MAF
guardflag       = 
animtype        = Hard
air.animtype    = Hard
ground.type     = Low
priority        = 7,Hit
damage          = ifelse(var(41)>=7,floor(enemy,lifemax*0.015),15),ifelse(var(41)>=7,floor(enemy,lifemax*0.005),5)
pausetime       = 1,5
guard.pausetime = 1,5
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-35
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,-3
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 0
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 7959
chainID         = -1
numhits         = 1
kill            = 0
snap            = 45,0
getpower        = 0,0
givepower       = 20,3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
snap            = 55

[State 9283, HitDef]
type            = HitDef
trigger1        = AnimElem = 57
attr            = S,HA
hitflag         = MAF
guardflag       = 
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 7,Hit
damage          = ifelse(var(41)>=7,floor(enemy,lifemax*0.1),100),ifelse(var(41)>=7,floor(enemy,lifemax*0.005),5)
pausetime       = 14,14
guard.pausetime = 14,14
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -10,-30
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 22
guard.hittime   = 7
air.hittime     = 0
ground.velocity = -6,-8
air.velocity    = -6,-8
ground.cornerpush.veloff = -43
air.cornerpush.veloff = -43
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 7959
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 0,0
givepower       = 20,3
envshake.time   = 24
envshake.freq   = 75
envshake.ampl   = -2
envshake.phase  = 1

;---------------
[State 9283, End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 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, AttackDist]
type             = AttackDist
trigger1         = 1
value            = 500

[State 7729, VarSet]
type             = VarSet
trigger1         = time = 0
var(52)          = 0
ignorehitpause   = 1

[State 7729, AssertSpecial]
type            = AssertSpecial
trigger1        = numhelper(9543) = 1
flag            = Intro
flag2           = NoMusic

[State 7729, VelSet]
type            = VelSet
trigger1        = time = 0
x               = 0
y               = 0

[State 7729, VelSet]
type            = VelSet
trigger1        = (AnimElem = 21)
x               = 9
y               = 0

[State 7729, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
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 7729, 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 7729, 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 7729, 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
var(53)         = 1
ignorehitpause  = 1

[State 7729, 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 7729, 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 7729, 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 7729, 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 7729, 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 7729, RemoveExplod]
type            = RemoveExplod
trigger1        = time = 269
ID              = 7878
ignorehitpause  = 0
persistent      = 1

[State 7729, Henshin-Hrk];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 7729, Henshin-Krm];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 7729, Henshin-Aoi];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 7729, EnvColor]
type            = EnvColor
trigger1        = (AnimElem = 23)
value           = 225,225,225
time            = 2
under           = 0

[State 7729, Explod-1];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 7729, Explod-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 7729, Explod-3];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 7729, Explod-4];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 7729, Explod-5];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 7729, Explod-6];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 7729, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 999
flag            = NoBarDisplay
flag2           = NoFG

[State 7729, 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 7729, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 155
pos             = 5,-35
movetime        = 155
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 7729, EnvColor]
type            = EnvColor
triggerall      = time > 150
triggerall      = Time < 266
trigger1        = (GameTime%5) = 0
value           = 225,225,225
time            = 1
under           = 0

[State 7729, RemoveExplod]
type            = RemoveExplod
trigger1        = time = 268
ID              = 8945
ignorehitpause  = 0
persistent      = 1

[State 7729, RemoveExplod]
type            = RemoveExplod
trigger1        = time = 269
ID              = 8288
ignorehitpause  = 0
persistent      = 1

[State 7729, ChangeState]
type            = ChangeState
trigger1        = time = 270
value           = 854
ctrl            = 0

[State 7729, ChangeState]
type            = ChangeState
triggerall      = time = 250
trigger1        = numtarget(777) > 0
trigger1        = target(777),movetype = H
trigger1        = target(777),stateno != [120,159]
trigger2        = var(53) = 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 854, PosSet];位置
type            = PosSet
trigger1        = time = 0
x               = 0
y               = 0

[State 854, Explod];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 854, Sound]
type            = PlaySnd
trigger1        = time = 1
value           = 6,88
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 854, EnvColor]
type            = EnvColor
trigger1        = time = 1
value           = 225,225,225
time            = 3
under           = 0

[State 854, PlayerPush]
type            = PlayerPush
trigger1        = 1
value           = 1

;---------------
[State 854, 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 7776, Sound]
type            = PlaySnd
trigger1        = time = 530
value           = 8,816
volume          = 255
channel         = -1
lowpriority     = 0
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, VarSet];スイッチ
type            = VarSet
trigger1        = !enemy,alive;time = 3
var(16)         = 1

[State 7776, HitDef]
type            = HitDef
trigger1        = AnimElem = 1
attr            = ,HT
hitflag         = MAFPD
guardflag       = 
animtype        = Hard
air.animtype    = Hard
ground.type     = High
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.hittime  = 40
guard.hittime   = 40
air.hittime     = 40
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              = 7776
chainID         = -1
numhits         = 0
kill            = 0
getpower        = 0,0
givepower       = 0,0
envshake.time   = 0
envshake.freq   = 78
envshake.ampl   = -5
envshake.phase  = 2
p2stateno       = 11413

[State 7776, HitDef]
type            = HitDef
trigger1        = AnimElem = 14
attr            = ,HP
hitflag         = MAFPD
guardflag       = 
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 7,Hit
damage          = 2000000000,2000000000
pausetime       = 0,1
guard.pausetime = 15,10
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15,-45
hitsound        = S871,991
guardsound      = S661,41
ground.slidetime= 999
ground.hittime  = 999
guard.hittime   = 999
air.hittime     = 999
ground.velocity = -20,-2
air.velocity    = -20,-2
ground.cornerpush.veloff = 0
fall            = 1
fall.recover    = 0
fall.damage     = 2000000000
air.fall        = 1
down.velocity   = -20,-3
down.hittime    = 999
down.bounce     = 0
ID              = 7776
chainID         = -1
numhits         = ifelse(hitcount >= 331, 0, 331-hitcount)
kill            = 1
getpower        = 0,0
givepower       = 0,0

[State 7776, HitDef]
type            = HitDef
trigger1        = AnimElem = 15
attr            = ,HA
hitflag         = MAFPD
guardflag       = 
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
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 = 15,10
sparkno         = S700511
guard.sparkno   = S70071
sparkxy         = -15,-45
hitsound        = S871,991
guardsound      = S661,41
ground.slidetime= 999
ground.hittime  = 999
guard.hittime   = 999
air.hittime     = 999
ground.velocity = -20,-2
air.velocity    = -20,-2
ground.cornerpush.veloff = 0
fall            = 1
fall.recover    = 0
fall.damage     = 9999999999999*ifelse(random%2 = 0, -1, 1)
air.fall        = 1
down.velocity   = -20,-3
down.hittime    = 999
down.bounce     = 0
ID              = 7776
chainID         = -1
numhits         = ifelse(hitcount >= 331, 0, 331-hitcount)
kill            = 1
getpower        = 0,0
givepower       = 0,0

[State 7776, Sound]
type            = PlaySnd
trigger1        = time = 23
value           = 777,779
volume          = 255
channel         = -1
lowpriority     = 0
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, Sound]
type            = PlaySnd
trigger1        = time = 140
value           = 776,666
volume          = 255
channel         = -1
lowpriority     = 0
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, BGPalFX]
type            = BGPalFX
trigger1        = 1
time            = 2
add             = -155,-155,-155
mul             = 255,255,255
sinadd          = 0,0,0,0
color           = 256
invertall       = 0

[State 7776, Helper];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;999999999
pausemovetime   = 0;999999999

;カットイン
[State 7776, Explod]
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 7776, PosSet];位置
type            = PosSet
trigger1        = animtime = 0;time = 3
x               = 0
y               = 0

[State 7776, Sound]
type            = PlaySnd
trigger1        = time = 1
value           = 77,213
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 77,66
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, 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 7776, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 11)
value           = 777,781
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 9)
value           = 77,88
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, Sound]
type            = PlaySnd
trigger1        = time = 443
value           = 777,778
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7776, EnvColor]
type            = EnvColor
trigger1        = time = 360
value           = 225,225,225
time            = 1
under           = 0

[State 7776, EnvColor]
type            = EnvColor
triggerall      = time > 400
triggerall      = time < 630
trigger1        = (GameTime%5) = 0
value           = 225,225,225
time            = 1
under           = 0

[State 7776, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = Intro
flag2           = NoMusic
flag3           = NoKoSnd

[State 7776, AssertSpecial]
type            = AssertSpecial
trigger1        = 1
flag            = NoBarDisplay
flag2           = TimerFreeze

[State 7776, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 999
flag            = NoFG

[State 7776, 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 7776, 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 7776, 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 11413, Sound]
type            = PlaySnd
trigger1        = time = 530
value           = 11,0
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 11413, AssertSpecial]
type            = AssertSpecial
trigger1        = (1)
flag            = NoKOSnd

[State 11413, StateTypeSet]
type            = StateTypeSet
trigger1        = time = 0
movetype        = I

[State 11413, StateTypeSet]
type            = StateTypeSet
trigger1        = time = 1
movetype        = H

[State 11413, DefenceMulSet]
type            = DefenceMulSet
trigger1        = 1
value           = 1.0

[State 11413, PosAdd]
type            = PosAdd
trigger1        = ((time >39) && (timemod = 4,0))
y               = (P2BodyDist Y-43)

[State 11413, PosAdd]
type            = PosAdd
trigger1        = ((time >88) && (timemod = 2,0))
y               = (P2BodyDist Y-29)

[State 11413, PosAdd]
type            = PosAdd
trigger1        = ((time >87) && (timemod = 4,0))
y               = (P2BodyDist Y-64)

[State 11413, AssertSpecial]
type            = AssertSpecial
trigger1        = (Time < 500)
trigger1        = (Time > 1)
flag            = Invisible

[State 11413, LifeAdd];減る体力
type = LifeAdd
trigger1 = name != "haruka"
trigger1 = time = 530
value = -2147483648
absolute = 1
kill = 1

[State 11413, LifeSet];減る体力
type = LifeSet
trigger1 = name != "haruka"
trigger1 = time = 531
value = 0

[State 11413, PalFX]
type = PalFX;点滅
trigger1 = (Time < 935) && (GameTime%3) = 0
time = 1
add = 177,177,177
ignorehitpause = 1

[State 11413, 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 11413, ChangeAnim]
type            = ChangeAnim
trigger1        = time = 0
value           = 5000
ctrl            = 0

[State 11413, VelSet]
type            = VelSet
triggerall      = (Time > 536)
trigger1        = (1)
x               = -1

[State 11413, VelSet]
type            = VelSet
triggerall      = (Time < 535)
triggerall      = (Time > 529)
trigger1        = (1)
x               = -11

[State 11413, PosSet];位置
type            = PosSet
trigger1        = time = 17
x               = (P2BodyDist X-409)

[State 11413, PosSet];位置
type            = PosSet
trigger1        = time = 10
x               = 0
y               = -40

[State 11413, ChangeState]
type            = ChangeState
trigger1        = time = 660
value           = 5030
ctrl            = 0

;---------------------------------------------------------------------------
; エンジェルトルネード
[Statedef 7655]
type            = S
movetype        = A
physics         = S
anim            = 7655
;velset          = 0,0
ctrl            = 0
poweradd        = -3000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

;---------------
[State 7655, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 37
range = 0,24
ignorehitpause = 1

[State 7655, AssertSpecial]
type            = AssertSpecial
trigger1        = time < 49
flag            = NoBarDisplay
flag2           = NoFG
ignorehitpause  = 1

[State 7655, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 9)
anim            = 8010
ID              = 8010
pos             = 30,-100
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 4
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1,1
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

;カットイン
[State 7655, Explod-2]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(37)=0,5,IfElse(Var(37)=1,4,IfElse(Var(37)<=3,3,IfElse(Var(37)<=5,2,IfElse(Var(37)<=11,1,0)))))
id              = 3245
pos             = 200,260
postype         = back
ownpal          = 1
bindtime        = -1
removetime      = 50
scale           = 0.5,0.5
sprpriority     = -2
supermovetime  = 999999999
pausemovetime  = 999999999

[State 7655, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (AnimElem = 7)
time            = 24
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 7655, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 77,123
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7655, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 10)
value           = 76,9
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7655, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 180,3
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7655, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_7655"
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 7655, Helper]
type            = null;Helper
trigger1        = time = 48
helpertype      = normal
name            = "icon_on_7655"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno         = 7732
keyctrl         = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 7655, HitDef]
type            = HitDef
trigger1        = AnimElem = 11
trigger2        = AnimElem = 12
trigger3        = AnimElem = 13
attr            = S,HA
hitflag         = MAFP
guardflag       = M
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,Hit
damage          = 10,10
pausetime       = 0,1
guard.pausetime = 15,10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S87,99
guardsound      = S66,4
ground.slidetime= 999
ground.hittime  = 40
guard.hittime   = 40
air.hittime     = 40
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              = 7655
chainID         = -1
numhits         = 1
kill            = 0
getpower        = 0,0
givepower       = 100,3
envshake.time   = 22
envshake.freq   = 78
envshake.ampl   = -5
envshake.phase  = 2
p1stateno       = 7667
p2stateno       = 11412

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
trigger2        = (AnimElem = 8)
trigger3        = (AnimElem = 9)
trigger4        = (AnimElem = 10)
x               = 1
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 11)
trigger2        = (AnimElem = 12)
trigger3        = (AnimElem = 13)
x               = 16
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 14)
x               = 9
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 15)
x               = 7
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 16)
x               = 5
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 17)
x               = 3
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 18)
x               = 2
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 19)
x               = 1
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 20)
x               = 1
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
x               = 0
y               = 0

[State 7655, Explod];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6500
ID              = 6500
pos             = -2,-35
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4, 1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, Explod];光エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6501
ID              = 6501
pos             = -2,-35
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4, 1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1) 
time            = 48
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 7655, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 48
pos             = 0,-35
movetime        = 48
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 7655, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime) 
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 敵がやられるすてーと
[Statedef 11412]
type            = S
movetype        = H
physics         = S
velset          = 0,0
ctrl            = 0
poweradd        = 0
hitdefpersist   = 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority     = 8

[State 11412, ScreenBound]
type            = ScreenBound
triggerall      = (Time < 215)
trigger1        = 1
value           = 0
movecamera      = 0,1
ignorehitpause  = 1

[State 11412, DefenceMulSet]
type            = Null;DefenceMulSet
trigger1        = 1
value           = 1.0

[State 11412, ChangeAnim]
type            = ChangeAnim
trigger1        = Time = 0
value           = 5050
ctrl            = 0

[State 11412, ChangeAnim]
type            = ChangeAnim
trigger1        = Time = 215
value           = 5300
ctrl            = 0

[State 11412, AssertSpecial]
type            = AssertSpecial
triggerall      = Time > 40
trigger1        = Time < 215
flag            = NoBarDisplay

[State 11412, AssertSpecial]
type            = Assertspecial
trigger1        = time < 215
flag            = NoFG

[State 11412, AssertSpecial]
type            = AssertSpecial
trigger1        = Time > 10
trigger1        = Time < 215
flag            = Invisible

[State 11412, VelSet]
type            = VelSet
triggerall      = (Time < 20)
trigger1        = (1)
x               = -15
y               = 0

[State 11412, VelSet]
type            = VelSet
triggerall      = (Time > 21)
trigger1        = (1)
x               = 0
y               = 0

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = time = 40
time	        = 173
add	        = -255,-255,-255
mul	        = 255,255,255
sinadd	        = 0,0,0,1
color	        = 256
invertall       = 0

[State 11412, PosSet];位置
type            = PosSet
trigger1        = Time = 215
x               = 0
y               = 0

[State 11412, NotHitBy];無敵時間
type            = NotHitBy
trigger1        = Time = 0
value           = SCA
time            = 270

[State 11412, ChangeState]
type            = ChangeState
trigger1        = time >= 350
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルトルネード発動
[Statedef 7667]
type            = S
movetype        = A
physics         = S
anim            = 7667
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

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

[State 7667, Helper]
type            = Helper
trigger1        = (AnimElem = 10)
helpertype      = normal
name	        = "icon_off_7667"
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 7667, VelSet]
type            = VelSet
trigger1        = (AnimElem = 8)
x               = -.2
y               = -15

[State 7667, VelSet]
type            = VelSet
trigger1        = (AnimElem = 13)
x               = 0
y               = 0

[State 7667, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 75,134
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7667, PalFX]
type            = PalFX;点滅
triggerall      = (Time > 40)
trigger1        = (GameTime%9) = 0
time            = 1
add             = 60,60,60
ignorehitpause  = 1

[State 8001, Explod-3];地面
type            = Explod
trigger1        = (AnimElem = 7)
Anim            = 7025
id              = 7025
pos             = 0,0
postype         = p1
ownpal          = 1
bindtime        = 1
removetime      = -2
scale           = 1.3,1.7
sprpriority     = -2
supermovetime   = 46
supermove       = 46
ontop           = 0

[State 8001, Explod-3];上昇背景
type            = Explod
trigger1        = (AnimElem = 14)
Anim            = 5900
id              = 5900
pos             = 145,130
postype         = back
ownpal          = 1
bindtime        = -1
removetime      = 120
scale           = 1.3,1.7
sprpriority     = 2
supermovetime   = 46
supermove       = 46
ontop           = 0

[State 7667, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 55,6
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7667, PosSet];位置
type            = PosSet
trigger1        = Time = 4
x               = 0

[State 7667, PosSet];位置
type            = PosSet
trigger1        = (AnimElem = 14)
y               = 30

[State 7667, PosSet];位置
type            = PosSet
trigger1        = (AnimElem = 15)
y               = 15

[State 7667, PosSet];位置
type            = PosSet
trigger1        = (AnimElem = 16)
y               = 5

[State 7667, PosSet];位置
type            = PosSet
trigger1        = (AnimElem = 17)
y               = -3

[State 7667, PosSet];位置
type            = PosSet
trigger1        = (AnimElem = 18)
y               = -26

[State 7667, PosSet];位置
type            = PosSet
trigger1        = (AnimElem = 19)
y               = -55

[State 7667, VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
x               = 0
y               = 0

[State 7667, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 250
length          = 5
palcolor        = 255
palinvertall    = 0
palbright       = 50,50,50
palcontrast     = 0,0,0
palpostbright   = 30,30,30
paladd          = 55,50,50
palmul          = .35,.35,.35
timegap         = 2
framegap        = 2
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 7667, EnvColor]
type            = EnvColor
trigger1	= ((Time > 60) && ((GameTime%15) = 0))
value           = 225,225,225
time            = 1
under           = 1

[State 7667, EnvColor]
type            = EnvColor
trigger1        = (AnimElem = 8)
value           = 225,225,225
time            = 1
under           = 1

[State 7667, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 22)
value           = 8,813
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7667, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 22)
anim            = 7020
ID              = 7020
pos	        =  0,-20
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.3, .8
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7667, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 23)
value           = 551,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 7667, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 7668
ctrl	        = 0

;---------------------------------------------------------------------------
; エンジェルトルネード発動2
[Statedef 7668]
type            = S
movetype        = A
physics         = S
anim            = 7668
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

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

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 8,815
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 7020
ID              = 7020
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           = 2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     Screen Flash]
type            = EnvColor
trigger1	= (GameTime%9) = 0
value           = 255,255,255
time            = 1
under           = 0

[State -2]
type            = PalFX;点滅
triggerall      = (time < 100)
trigger1        = (GameTime%4) = 0
time            = 1
add             = 110,50,50
ignorehitpause  = 1

[State 1002:     AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 50
length          = 5
palcolor        = 255
palinvertall    = 1
palbright       = 50,50,50
palcontrast     = 0,0,0
palpostbright   = 130,30,30
paladd          = 155,50,50
palmul          = .35,.35,.35
timegap         = 2
framegap        = 2
trans           = Add
ignorehitpause  = 1
persistent      = 1

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 7669
ctrl	        = 1

;---------------------------------------------------------------------------
; エンジェルトルネード発動3
[Statedef 7669]
type            = S
movetype        = A
physics         = S
anim            = 7669
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

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

[State 0:     Screen Flash]
type            = EnvColor
trigger1	= ((Time < 30) && ((GameTime%7) = 0))
value           = 225,225,225
time            = 1
under           = 1

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 8,814
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 7020
ID              = 7020
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           = 2.6, 1.3
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     super effect]
type            = AssertSpecial
trigger1        = time < 1
flag            = NoBarDisplay

[State -2]
type            = PalFX;点滅
triggerall      = (Time < 100)
trigger1        = (GameTime%4) = 0
time            = 1
add             = 230,60,60
ignorehitpause  = 1

[State 1002:     AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 50
length          = 5
palcolor        = 255
palinvertall    = 1
palbright       = 150,50,50
palcontrast     = 0,0,0
palpostbright   = 130,30,50
paladd          = 155,50,50
palmul          = .35,.35,.35
timegap         = 2
framegap        = 2
trans           = Add
ignorehitpause  = 1
persistent      = 1

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 7677
ctrl	        = 0

;---------------------------------------------------------------------------
; エンジェルトルネード蹴り降下中
[Statedef 7677]
type            = S
movetype        = A
physics         = S
anim            = 7677
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 3

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

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 8,816
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 7020
ID              = 7020
pos	        = 0,-20
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 3, 2.1
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     Screen Flash]
type            = EnvColor
trigger1	= ((Time < 60) && ((GameTime%5) = 0))
value           = 225,225,225
time            = 1
under           = 1

[State 0:     Screen Flash]
type            = EnvColor
triggerall	= (Time > 60)
triggerall	= (Time < 120)
trigger1	= (GameTime%5) = 0
value           = 255,255,255
time            = 1
under           = 1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 7014
ID              = 7014
pos	        = -50,-150
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     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 4)
anim            = 7014
ID              = 7014
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           = .5, .5
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Helper]
type            = null;Helper
trigger1        = time = 48
helpertype      = normal
name	        = "icon_on_7677"
id              = 7732
pos	        = 17,-30
postype         = p1
facing	        = 1
stateno	        = 7732
keyctrl	        = 0
ownpal	        = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:     HitDef]
type            = HitDef
trigger1        = AnimElem = 6
attr            = A,HA
hitflag         = MAFP
guardflag       = 
animtype        = Diagup
air.animtype    = Diagup
ground.type     = High
priority        = 7,Hit
damage          = 575+(Random*(Var(41)>=9)),0
pausetime       = 1,10
guard.pausetime = 1,10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S87,100
guardsound      = S66,4
ground.slidetime= 32
ground.hittime  = 32
guard.hittime   = 32
air.hittime     = 0
ground.velocity = -13,-6
air.velocity    = -13,-6
ground.cornerpush.veloff = -32
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 7677
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 0,0
givepower       = 100,30
envshake.time   = 22
envshake.freq   = 78
envshake.ampl   = -5
envshake.phase  = 2

[State 0:    Helper]
type            = Helper
trigger1        = (time = 1)
helpertype      = normal
name	        = "haruka"
id              = 7671
pos	        = 0,30
postype         = p1
facing	        = 1
stateno	        = 7671
keyctrl	        = 0
ownpal	        = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.4
size.yscale     = 1.4
ontop           = 1

[State 8001, Explod-3];落下背景
type = Explod
trigger1 = time = 1
Anim = 5777
id = 5777
pos = 145, 130
postype = back
ownpal = 1
bindtime = -1
removetime = 46
scale = 1.3,1.7
sprpriority = 1
supermovetime = 46
supermove = 46
ontop = 0

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 6)
anim            = 7025
ID              = 7025
pos	        =  0,0
postype         = p2
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     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State -2]
type = PalFX;点滅
triggerall = (time < 120)
trigger1 = (GameTime%4) = 0
time = 1
add = 270,60,60
ignorehitpause = 1

[State 1002:     AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 46
length          = 5
palcolor        = 255
palinvertall    = 1
palbright       = 150,50,50
palcontrast     = 0,0,0
palpostbright   = 170,30,50
paladd          = 175,50,50
palmul          = .35,.35,.35
timegap         = 2
framegap        = 2
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 52, 2]
type = PosSet
trigger1 = (AnimElem = 17)
y = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 17)
value           = 50,1
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

;---------------------------------------------------------------------------
; 降下する遥
[Statedef 7671]
type            = S
movetype        = A
physics         = S
anim            = 7697
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 99
ontop           = 1

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

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = Time = 1
anim            = 7014
ID              = 7014
pos	        = 0,-110
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 2,2
sprpriority     = 22
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State -2]
type = PalFX;点滅
triggerall = (time < 100)
trigger1 = (GameTime%4) = 0
time = 1
add = 270,60,60
ignorehitpause = 1

[State 1002:     AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 50
length          = 5
palcolor        = 255
palinvertall    = 1
palbright       = 150,50,50
palcontrast     = 0,0,0
palpostbright   = 170,30,50
paladd          = 175,50,50
palmul          = .35,.35,.35
timegap         = 2
framegap        = 2
trans           = Add
ignorehitpause  = 1
persistent      = 1

;---------------
[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = time = 50

;---------------------------------------------------------------------------
; エンジェルキック（弱）
[Statedef 1005]
type            = S
movetype        = A
physics         = S
anim            = 1005
;velset          = 0,0
ctrl            = 0
poweradd        = 20*var(51)
juggle          = 2
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

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

[State 1005, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 17
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 1005, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 4)
value           = 13,3
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1005, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 6,100
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1005, VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x               = 4
y               = -4.7

[State 1005, VelSet]
type            = VelSet
trigger1        = (AnimElem = 3)
x               = 6
y               = -3

[State 1005, VelSet]
type            = VelSet
trigger1        = (AnimElem = 4)
x               = 4
y               = -1

[State 1005, VelSet]
type            = VelSet
trigger1        = (AnimElem = 6)
x               = 1
y               = 1

[state 1005, ChangeState]
type            = ChangeState
triggerall      = Time > 18
trigger1        = Pos Y > -15
value           = 833
ctrl            = 0

[State 1005, PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

[State 1005, StateTypeSet]
type            = StateTypeSet
trigger1        = AnimElem = 2
statetype       = A
physics         = A
;ignorehitpause = 0
;persistent = 1

[State 1005, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 13,3
volume          = 200
channel         = 6
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1005, HitDef]
type            = HitDef
trigger1        = AnimElem = 5
attr            = S,SA
hitflag         = MAF
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 5,Hit
damage          = 60,5
pausetime       = 8,5
guard.pausetime = 8,9
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -30,-25
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 7
air.hittime     = 0
ground.velocity = -3,-4
air.velocity    = -4,-5.5
ground.cornerpush.veloff = -26
air.cornerpush.veloff = -26
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 1005
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 25*var(51),3*var(51)
givepower       = 20,3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

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

[State 1005, ChangeState]
type            = ChangeState
trigger1        = AnimTime = 0
value           = 50
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルキック（強）
[Statedef 1006]
type            = S
movetype        = A
physics         = S
anim            = 1006
;velset          = 0,0
ctrl            = 0
poweradd        = 25*var(51)
juggle          = 4
facep2          = 1
hitdefpersist   = 1
movehitpersist  = 1
hitcountpersist = 1
sprpriority     = 2

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

[State 1006, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 19
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 1006, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 4)
value           = 13,3
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1006, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 6,100
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1006, VelSet]
type            = VelSet
trigger1        = (animelem = 2)
x               = 8
y               = -5.3

[State 1006, VelSet]
type            = VelSet
trigger1        = (animelem = 3)
x               = 7
y               = -3

[State 1006, VelSet]
type            = VelSet
trigger1        = (animelem = 4)
x               = 6
y               = -1

[State 1006, VelSet]
type            = VelSet
trigger1        = (animelem = 6)
x               = 3
y               = 1

[State 1006, VelSet]
type            = VelSet
trigger1        = (animelem = 7)
x               = 1
y               = 1

[State 1006, ChangeState]
type            = ChangeState
triggerall      = Time > 20
trigger1        = Pos Y > -15
value           = 833
ctrl            = 0

[State 1006, PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

[State 1006, StateTypeSet]
type            = StateTypeSet
trigger1        = animelem = 2
statetype       = A
physics         = A
;ignorehitpause = 0
;persistent     = 1

[State 1006, PlaySound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 13,3
volume          = 200
channel         = 6
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1006, HitDef]
type            = HitDef
trigger1        = AnimElem = 5
attr            = S,SA
hitflag         = MAF
guardflag       = HA
animtype        = Diagup
air.animtype    = Diagup
ground.type     = High
priority        = 6,Hit
damage          = 80,15
pausetime       = 13,9
guard.pausetime = 11,10
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -30,-25
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 12
ground.hittime  = 12
guard.hittime   = 5
air.hittime     = 0
ground.velocity = -6,-4
air.velocity    = -8,-6
ground.cornerpush.veloff = -30
air.cornerpush.veloff = -30
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 1006
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 35*var(51),3*var(51)
givepower       = 20,3
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

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

[State 1006, ChangeState]
type            = ChangeState
trigger1        = AnimTime = 0
value           = 50
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルインパクト弱
[Statedef 615]
type            = A
movetype        = A
physics         = A
anim            = 615
;velset          = 0,0
ctrl            = 0
poweradd        = 20*var(51)
juggle          = 0
facep2          = 1
hitdefpersist   = 1
movehitpersist  = 1
hitcountpersist = 1
sprpriority     = 2

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

[State 615, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 9)
anim            = 8010
ID              = 8010
pos             = 30,-100
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 4
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .5,1
sprpriority     = 1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 615, VelSet]
type            = VelSet
trigger1        = (animelem = 9)
x               = 6.5
y               = 2.5

[State 615, PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

;---------------
;Hit Details
;---------------

[State 615, HitDef]
type            = HitDef
trigger1        = AnimElem = 9
attr            = A,SA
hitflag         = MAF
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 5,Hit
damage          = 20,4
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -4,0
air.velocity    = -4,-1.8
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -3,0
down.hittime    = 0
down.bounce     = 0
ID              = 615
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 25*var(51),0
givepower       = 15,0
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 615, HitDef]
type            = HitDef
trigger1        = AnimElem = 10
attr            = A,SA
hitflag         = MAF
guardflag       = HA
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 5,Hit
damage          = 40,8
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 7
air.hittime     = 0
ground.velocity = -4,-4
air.velocity    = -2.2,-2
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -3,0
down.hittime    = 0
down.bounce     = 0
ID              = 615
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 55*var(51),0
givepower       = 15,0
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

;---------------
[State 615, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 25
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 615, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 8)
value           = 55,6
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 615, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 8)
value           = 76,9
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 615, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

[State 615, ChangeState]
type            = ChangeState
trigger1        = pos y > -15
value           = 833
ctrl            = 0

;---------------------------------------------------------------------------
; 着地動作
[Statedef 833]
type            = S
movetype        = I
physics         = N
juggle          = 0
poweradd        = 0
velset          = 0,0
anim            = 833
sprpriority     = 1
ctrl            = 0

[State 833, CtrlSet]
type            = CtrlSet
trigger1        = (AnimElem = 3)
value           = 1

[State 833, VelSet]
type            = VelSet
trigger1        = (animelem = 1)
x               = 1.3
y               = 0

[State 833, VelSet]
type            = VelSet
trigger1        = (animelem = 2)
x               = .5
y               = 0

[State 833, VelSet]
type            = VelSet
trigger1        = (animelem = 3)
x               = 0
y               = 0

[State 833, PlaySnd]
type            = PlaySnd
trigger1        = time = 0
value           = 50,1

[State 833, PosSet]
type            = PosSet
trigger1        = time = 0
y               = 0

[State 833, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルインパクト強
[Statedef 616]
type            = A
movetype        = A
physics         = A
anim            = 616
;velset          = 0,0
ctrl            = 0
poweradd        = 25*var(51)
juggle          = 0
facep2          = 1
hitdefpersist   = 1
movehitpersist  = 1
hitcountpersist = 1
sprpriority     = 2

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

[State 616, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 9)
anim            = 8010
ID              = 8010
pos             = 30,-100
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 4
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .5,1
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 616, PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 616, VelSet]
type            = VelSet
trigger1        = (AnimElemTime(9) < 0)
x               = 0
y               = 0

[State 616, VelSet]
type            = VelSet
trigger1        = (Animelem = 9)
x               = 8
y               = 3.5

;---------------
;Hit Details
;---------------

[State 616, HitDef]
type            = HitDef
trigger1        = AnimElem = 9
attr            = A,SA
hitflag         = MAF
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 6,Hit
damage          = 22,6
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S13,5
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 7
air.hittime     = 20
ground.velocity = -4,0
air.velocity    = -5.5,-1.8
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -3,0
down.hittime    = 0
down.bounce     = 0
ID              = 616
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 35*var(51),0
givepower       = 15,0
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 616, HitDef]
type            = HitDef
trigger1        = AnimElem = 10
attr            = A,SA
hitflag         = MAF
guardflag       = HA
animtype        = DiagUp
air.animtype    = DiagUp
ground.type     = High
priority        = 6,Hit
damage          = 68,10
pausetime       = 10,11
guard.pausetime = 10,11
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -7,-25
hitsound        = S87,99
guardsound      = S13,0
ground.slidetime= 15
ground.hittime  = 15
guard.hittime   = 7
air.hittime     = 0
ground.velocity = -4,-4
air.velocity    = -3.3,-2
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -3,0
down.hittime    = 0
down.bounce     = 0
ID              = 616
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 50*var(51),0
givepower       = 60,0
envshake.time   = 15
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

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

[State 616, AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
trigger1        = (!Time)
time            = 27
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 616, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 8)
value           = 76,9
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 616, SwingSound]
type            = PlaySnd
trigger1        = (Animelem = 8)
value           = 55,6
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 616, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl            = 1

[State 616, ChangeState]
type            = ChangeState
trigger1        = Pos Y > -15
value           = 833
ctrl            = 0

;---------------------------------------------------------------------------
; ダッシュ攻撃
[Statedef 1041]
type            = S
movetype        = A
physics         = S
anim            = 1041
;velset          = 0,0
ctrl            = 0
poweradd        = 20*var(51)
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

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

[State 0:     AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 0
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               = 13

[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        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 5,Hit
damage          = 30,10
pausetime       = 6,7
guard.pausetime = 12,10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -10,-25
hitsound        = S13,4
guardsound      = S13,0
ground.slidetime= 28
ground.hittime  = 29
guard.hittime   = 10
air.hittime     = 29
ground.velocity = -12,0
air.velocity    = -7,-5
ground.cornerpush.veloff = -34
fall            = 0
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*var(51),3*var(51)
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：テスラ
[Statedef 3600]
type            = S
movetype        = I
physics         = S
anim            = 3600
velset          = 0,0
ctrl            = 0

[State 3600, 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 3600, Helper];テスラ発動
type            = Helper
trigger1        = NumHelper(999) = 0
trigger1        = AnimElem = 5
name            = "singo"
ID              = 999
pos             = -48,0
postype         = p1
sprpriority     = 5
stateno         = 999
keyctrl         = 0
ownpal          = 1
size.xscale     = .58
size.yscale     = .58

[State 3600, CtrlSet]
type            = CtrlSet
trigger1        = Time = 50
value           = 1

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; テスラ
;-------------------テスラ登場
[Statedef 999]
type            = S
movetype        = A
physics         = N
anim            = 999
velset          = 0,0
ctrl            = 0
sprpriority     = 5
poweradd        = -1000

[State 999, 0]
type            = AttackDist
trigger1        = AnimElem >= 25
value           = 500

[State 999, 0]
type            = StateTypeSet
trigger1        = AnimElem = 45
movetype        = I

[State 999, Turn]
type            = Turn
trigger1        = (AnimElem = 23)
trigger1        = (P2Dist X < 0)

[State 999, ScreenBound];カメラ固定
type            = ScreenBound
trigger1        = Time < 120
value           = 1
movecamera      = 0,0

[State 999, BGPalFX]
type            = BGPalFX
triggerall      = Time > 80
triggerall      = Time < 220
trigger1        = (1)
time            = 2
add             = -55,-55,-55
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 999, Explodt];エフェクト
type            = Explod
trigger1        = (AnimElem = 24)
anim            = 6000
ID              = 6000
pos	        = 0,0
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 0
pausemovetime   = 0
scale           = .5, .5
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 999, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 25)
anim            = 6000
ID              = 6000
pos	        = 0,5
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 100
supermovetime   = 0
pausemovetime   = 0
scale           = 1, .5
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 999, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 25)
anim            = 7025
ID              = 7025
pos	        = 0,0
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 100
supermovetime   = 0
pausemovetime   = 0
scale           = 1, 1
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 999, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 24)
anim            = 7025
ID              = 7025
pos	        = 0,0
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 0
pausemovetime   = 0
scale           = .6, .6
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 999, EnvShake]
type            = EnvShake
triggerall      = Time > 80
triggerall      = Time < 110
trigger1        = ((time >2) && (timemod = 8,0)) 
time            = 4
freq            = 20
ampl            = 2

[State 999, EnvShake]
type            = EnvShake
triggerall      = Time > 111
triggerall      = Time < 211
trigger1        = ((time >2) && (timemod = 8,0)) 
time            = 5
freq            = 23
ampl            = 3

[State 999, PalFX]
type            = PalFX;点滅
triggerall      = Time > 80
triggerall      = Time < 110
trigger1        = (GameTime%5) = 0
time            = 1
add             = 30,30,13
ignorehitpause  = 1

[State 999, PalFX]
type            = PalFX;点滅
triggerall      = Time > 111
triggerall      = Time < 211
trigger1        = (GameTime%5) = 0
time            = 1
add             = 90,90,50
ignorehitpause  = 1

[State 999, PalFX]
type            = PalFX;点滅
triggerall      = Time > 212
triggerall      = Time < 216
trigger1        = (GameTime%5) = 0
time            = 1
add             = 40,40,20
ignorehitpause  = 1

[State 999, EnvColor]
type            = EnvColor
triggerall      = Time > 110
triggerall      = Time < 210
trigger1        = (GameTime%5) = 0
value           = 295,295,255
time            = 1
under           = 0

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 25)
anim            = 8644
ID              = 8644
pos	        = 440,-70
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 100
supermovetime   = 0
pausemovetime   = 0
scale           = 6, 1
sprpriority     = 3
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 25)
anim            = 8018
ID              = 8018
pos	        = 35,-17
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 100
supermovetime   = 0
pausemovetime   = 0
scale           = .4, .4
sprpriority     = 3
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 3600, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 24)
value           = 877,4
channel         = -1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 24)
anim            = 8649
ID              = 8649
pos	        = 23,-55
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 30
supermovetime   = 0
pausemovetime   = 0
scale           = .6,.6
sprpriority     = 3
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 26)
anim            = 8649
ID              = 8649
pos	        = 440,-70
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 95
supermovetime   = 0
pausemovetime   = 0
scale           = 6, 1
sprpriority     = 3
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 24)
anim            = 7028
ID              = 7028
pos	        = 0,-40
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 0
pausemovetime   = 0
scale           = .8, .8
sprpriority     = 2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     HitDef]
type            = HitDef
trigger1        = AnimElem = 24
attr            = S,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Diagup
ground.type     = High
priority        = 7,dodge
damage          = 1,1
pausetime       = 0,6
guard.pausetime = 0,9
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S420,0
guardsound      = S66,66
ground.slidetime= 33
ground.hittime  = 33
guard.hittime   = 33
air.hittime     = 33
ground.velocity = -14,0
air.velocity    = -6,-4.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 999
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 0,3
givepower       = 0,3
envshake.time   = 0
envshake.freq   = 70
envshake.ampl   = -25
envshake.phase  = 15

[State 0:     HitDef]
type            = HitDef
trigger1        = AnimElem = 25
trigger2        = AnimElem = 26
trigger3        = AnimElem = 27
trigger4        = AnimElem = 28
trigger5        = AnimElem = 29
trigger6        = AnimElem = 30
trigger7        = AnimElem = 31
trigger8        = AnimElem = 32
trigger9        = AnimElem = 33
attr            = S,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Light
air.animtype    = Light
ground.type     = Low
priority        = 7,dodge
damage          = 10*ifelse(var(41)>=11,floor(root,fvar(3)),1),1*ifelse(var(41)>=11,floor(root,fvar(3)),1)
pausetime       = 0,3
guard.pausetime = 0,10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15,-45
hitsound        = S420,0
guardsound      = S66,66
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -1,0
air.velocity    = -1,.9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0,0
down.hittime    = 0
down.bounce     = 0
ID              = 999
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 0,3
givepower       = 0,3
envshake.time   = 0
envshake.freq   = 70
envshake.ampl   = -25
envshake.phase  = 15

[State 0:     HitDef]
type            = HitDef
trigger1        = AnimElem = 34
trigger2        = AnimElem = 35
trigger3        = AnimElem = 36
trigger4        = AnimElem = 37
trigger5        = AnimElem = 38
trigger6        = AnimElem = 39
trigger7        = AnimElem = 40
trigger8        = AnimElem = 41
trigger9        = AnimElem = 42
trigger10       = AnimElem = 43
trigger11       = AnimElem = 44
attr            = S,HP
hitflag         = MAFP
guardflag       = MA
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,dodge
damage          = 10*ifelse(var(41)>=11,floor(root,fvar(3)),1),2*ifelse(var(41)>=11,floor(root,fvar(3)),1)
pausetime       = 0,3
guard.pausetime = 0,10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -12,-35
hitsound        = S420,0
guardsound      = S66,66
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -2,0
air.velocity    = -2,-.1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
down.hittime    = 0
down.bounce     = 0
ID              = 999
chainID         = -1
numhits         = 1
kill            = 1
getpower        = 0,3
givepower       = 0,3
envshake.time   = 0
envshake.freq   = 70
envshake.ampl   = -25
envshake.phase  = 15

[State 3600, Sound]
type            = PlaySnd
trigger1        = Time = 1
value           = 86,233
channel         = -1
volume          = 255

[State 3600, Sound];登場セリフ
type            = PlaySnd
trigger1        = (AnimElem = 19)
value           = 24,66
channel         = 6
volume          = 255

[State 3600, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 25)
value           = 95,44
channel         = -1

[State 3600, Sound];攻撃セリフ
type            = PlaySnd
trigger1        = (AnimElem = 25)
value           = 99,44
channel         = 6
volume          = 255

[State 3600, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 55)
value           = 86,233
channel         = -1
volume          = 255

[State 3600, Sound];帰りセリフ
type            = PlaySnd
trigger1        = (AnimElem = 49)
value           = 655,5
channel         = 6
volume          = 255

[State 3600, DestroySelf]
type		= DestroySelf
trigger1        = (AnimElem = 68)

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

[State 6010, ChangeState];遥勝った時
type = ChangeState
triggerall      = time > 1
triggerall      = time < 100
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value = 959

[State 6010, ChangeState];遥勝った時
type = ChangeState
triggerall      = time > 210
triggerall      = time < 245
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value = 959

[State 6010, ChangeState];遥負け時
type = ChangeState
triggerall      = time > 1
triggerall      = time < 100
trigger1 = root,alive = 0
value = 955

[State 6010, ChangeState];遥負け時
type = ChangeState
triggerall      = time > 210
triggerall      = time < 245
trigger1 = root,alive = 0
value = 955

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; テスラ(遥勝った時）
[Statedef 959]
type = S
movetype = A
physics = N
anim = 959
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 3600,Sound];セリフ
type = PlaySnd
trigger1 = (AnimElem = 5)
value = 86, 47
channel         = 6
volume          = 255

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

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

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

;---------------------------------------------------------------------------
; しましまインストール！
[Statedef 4848]
type            = S
movetype        = A
physics         = S
anim            = 4848
velset          = 0,0
ctrl            = 0
poweradd        = ifelse(palno >= 9, 0, -2000)
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

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

[State 4848:	PowerSet]
type		= PowerSet
trigger1        = palno >= 12
trigger1        = time = 0
value = PowerMax

[State 4848:	PosSet]
type		= PosSet
trigger1        = time = 0
y = 0

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

[State 0:    Helper]
type            = Helper
trigger1        = time = 200
helpertype      = normal
name	        = "armour"
id              = 5755
pos	        = 0,0
postype         = p1
facing	        = 1
stateno	        = 5755
keyctrl	        = 0
ownpal	        = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .6
size.yscale     = .3

[State 0:    Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name	        = "icon_off_4848"
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 = 230
helpertype      = normal
name	        = "icon_on_4848"
id              = 7732
pos	        = 17,-30
postype         = p1
facing	        = 1
stateno	        = 7732
keyctrl	        = 0
ownpal	        = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State -2, 5];チョット回復
type = LifeAdd
trigger1 = time = 160
value = 100

[State -1, Helper];しましまパワー管理ヘルパー
type = Helper
trigger1 = time = 160
name = "singo"
stateno = 9543
ID = 9543
pos = 999,999
postype = back
keyctrl = 0
ownpal = 1
sprpriority = -99

[State 0:     PunchSound];効果音
type            = PlaySnd
trigger1 = time = 160
value           = 5,99
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     kao];しましま拡大遥
type            = Explod;
trigger1        = (AnimElem = 11)
anim            = 4849
ID              = 4849
pos             = 140, 200
postype         = back
stateno         = 4849
keyctrl         = 0
ignorehitpause  = 1
persistent      = 0
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 215
ontop           = 0
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = (AnimElem = 10)
trigger2        = (AnimElem = 16)
anim            = 7020
ID              = 7020
pos             = 150, 122
postype         = back
facing          = 1
vfacing         = 1
bindtime        = 4
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.5, 1.5
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     AfterImage]
type            = AfterImage
triggerall      = NumHelper(9543) = 1
trigger1        = (AnimElem = 7)
time            = 24
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:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 9)
value           = 77,123
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 93,98
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 10)
trigger2        = (AnimElem = 16)
anim            = 6500
ID              = 6500
pos             = 150,122
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        = time = 90
anim            = 6500
ID              = 6500
pos             = 150,115
postype         = back
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.6,1.4
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];エフェクト
type            = Explod
trigger1        = time = 90
anim            = 7020
ID              = 7020
pos             = 150,115
postype         = back
facing          = 1
vfacing         = 1
bindtime        = 4
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.6,1.6
sprpriority     = 4
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = time = 90
anim            = 6501
ID              = 6501
pos             = 150,115
postype         = back
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.5,1.3
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     Screen Flash];
type            = EnvColor
trigger1        = (AnimElem = 10)
trigger2        = (AnimElem = 16)
trigger3        = time = 90
value           = 255,255,255
time            = 2
under           = 1

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 10)
trigger2        = (AnimElem = 16)
anim            = 6501
ID              = 6501
pos             = 150,122
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 4848, AssertSpecial]
type            = AssertSpecial
trigger1        = Time < 245
flag            = NoBarDisplay
flag2           = NoFG

[State 4848, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1) 
time            = 245
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 4848, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 235
pos             = -5,-40
movetime        = 235
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 4848, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; 超しましまインストール！（疑似吹き飛び）
[Statedef 14847]
type            = L
movetype        = H
physics         = N
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
sprpriority     = 2

[State 14847, NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA
time            = 1

[State 14847, ChangeAnim]
type            = ChangeAnim
trigger1        = time = 0
value           = 5050

[State 14847, VelSet]
type            = VelSet
trigger1        = time = 0
x               = -2
y               = -6

[State 14847, VelAdd]
type            = VelAdd
trigger1        = (1)
y               = 0.2

[State 14847, VoiceSound]
type            = PlaySnd
trigger1        = time = 0
value           = 11,0
volume          = 255
channel         = -1

[State 14847, ChangeState]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 14848

;---------------------------------------------------------------------------
; 超しましまインストール！
[Statedef 14848]
type            = L
movetype        = I
physics         = N
anim            = 14848
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

[State 14848, NotHitBy]
type            = NotHitBy
trigger1        = (1)
value           = SCA
time            = 1

[State 14848, AttackDist]
type            = AttackDist
trigger1        = (1)
value           = 0

[State 14848, VelSet]
type            = PosSet
trigger1        = time = 0
y               = 0

[State 14848, VelSet]
type            = VelSet
trigger1        = time = 0
x               = 0
y               = 0

[State 14848, VelSet]
type            = PosFreeze
trigger1        = (1)

[State 14848, GameMakeAnim]
type            = GameMakeAnim
trigger1        = time = 0
pos             = const(size.xscale)*0,const(size.yscale)*0
value           = 61
under           = 1

;しましまインストール管理
[State 14848, VarSet]
type            = VarSet
trigger1        = time = 0
var(39)         = 1

[State 14848, BGPalFX]
type            = BGPalFX
trigger1        = (1)
time            = 1
add             = -64,-64,-64
mul             = 128,128,128
sinadd          = 0,0,0
color           = 256
invertall       = 0

[State 14848, AssertSpecial]
type            = AssertSpecial
trigger1        = animelemtime(6) >= 0
flag            = NoFG
flag2           = NoBarDisplay

[State 14848, StateTypeSet]
type            = PowerSet
trigger1        = PalNo <= 6
trigger1        = AnimElem = 7
value           = 0

[State 14848, StateTypeSet]
type            = LifeSet
trigger1        = AnimElem = 7
value           = IfElse(PalNo = 8, LifeMax, Ceil(LifeMax * 0.5))

;カットイン
[State 14848, Explod]
type            = Explod
trigger1        = (AnimElem = 6)
anim            = 8423
id              = 8423
pos             = -93,0
postype         = left
scale           = 0.8,0.8
bindtime        = -1
removetime      = -2
removeongethit  = 1
ontop           = 1
ownpal          = 1
facing          = 1
sprpriority     = 99
supermovetime   = 999999999
pausemovetime   = 999999999

[State 14848, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 7)
anim            = 6501
ID              = 6501
pos             = 0,-40
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermove       = 999
pausemovetime   = 999
scale           = 1, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 14848, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 7)
anim            = 7020
ID              = 7020
pos             = 0,-40
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermove       = 999
pausemovetime   = 999
scale           = 1, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 14848, Explod];エフェクト
type            = Explod
trigger1        = (AnimElem = 7)
anim            = 6000
ID              = 6000
pos             = 0,0
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermove       = 999
pausemovetime   = 999
scale           = 1, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 14848, StateTypeSet]
type            = StateTypeSet
trigger1        = time = 1
movetype        = H

[State 14848, StateTypeSet]
type            = StateTypeSet
trigger1        = AnimElem = 9
movetype        = A
statetype       = S

[State 14848, StateTypeSet]
type            = StateTypeSet
trigger1        = AnimElem = 10
movetype        = I

[State 14848, HitDef]
type            = HitDef
trigger1        = (AnimElem = 9)
attr            = S,NT
hitflag         = MAFPD
guardflag       = 
animtype        = Hard
air.animtype    = Hard
ground.type     = High
priority        = 7,Hit
damage          = 0,0
pausetime       = 0,0
guard.pausetime = 0,0
sparkno         = S7736
guard.sparkno   = S7037
sparkxy         = -10,-35
hitsound        = S133,23
guardsound      = S133,03
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.hittime  = 30
ground.slidetime= 30
guard.hittime   = 30
air.hittime     = 30
ground.velocity = -10,-10
air.velocity    = -10,-10
fall            = 1
fall.recover    = 0
kill            = 0
getpower        = 0,0
givepower       = 0,0
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
id              = 14848
yaccel          = 0.65

[State 14848, Helper];超しましまパワー管理ヘルパー
type            = Helper
trigger1        = (AnimElem = 7)
name            = "singo"
stateno         = 9544
ID              = 9543
pos             = 999,999
postype         = back
keyctrl         = 0
ownpal          = 1
sprpriority     = -99

[State 14848, Helper]
type            = Helper
trigger1        = (AnimElem = 7)
helpertype      = normal
name	        = "armour"
id              = 5755
pos	        = 0,0
postype         = p1
facing	        = 1
stateno	        = 5755
keyctrl	        = 0
ownpal	        = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .6
size.yscale     = .3

[State 14848, Helper]
type            = Helper
trigger1        = (AnimElem = 6)
helpertype      = normal
name	        = "icon_off_4848"
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 14848, Helper]
type            = null;Helper
trigger1        = time = 230
helpertype      = normal
name	        = "icon_on_4848"
id              = 7732
pos	        = 17,-30
postype         = p1
facing	        = 1
stateno	        = 7732
keyctrl	        = 0
ownpal	        = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 14848, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 543,2
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 14848, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 6)
value           = 93,57
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 14848, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 6)
value           = 82,239
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 14848, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 760,23
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 14848, VoiceSound]
type            = PlaySnd
trigger1        = (AnimElem = 15)
value           = 817,7
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 14848, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
