;---------------------------------------------------------------------------
; 幕末浪漫 月華の剣士 嘉神慎之介(覚醒)
;---------------------------------------------------------------------------
[Data]
life = 1000;1163
power = 5000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 20
airjuggle = 2
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 250
IntPersistIndex = 45
FloatPersistIndex = 40

[Size]
xscale = 1            ;Horizontal scaling factor.
yscale = 1            ;Vertical scaling factor.
ground.back = 22      ;Player width (back, ground)
ground.front = 22     ;Player width (front, ground)
air.back = 1          ;Player width (back, air)
air.front = 22        ;Player width (front, air)
height = 60           ;Height of player (for opponent to jump over)
attack.dist = 200     ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0      ;Set to 1 to scale projectiles too
head.pos = 11,-105    ;Approximate position of head
mid.pos = 14,-76      ;Approximate position of midsection
shadowoffset = 0      ;Number of pixels to vertically offset the shadow
draw.offset = 0,0     ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd = 3.0
walk.back = -2.35
run.fwd = 7.5,0
run.back = -5,0
jump.neu = 0,-10.3125
jump.fwd = 3
jump.back = -3
runjump.fwd = 5,-25
runjump.back = -5,-25

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .50
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; 使用変数一覧

;var(0)  = 
;var(1)  = 
;var(2)  = ヒット数
;var(3)  = 
;var(4)  = 
;var(5)  = 先行入力待機時間
;var(6)  = 先行入力
;var(7)  = 根性値用状態判定
;var(8)  = 完全勝利
;var(9)  = 判定消失後Iにするか
;var(10) = ダメージボイス
;var(11) = 起き上がり無敵時間付与判定
;var(12) = 被フライング防止無敵
;var(13) = 
;var(14) = めくり対策（自座標X-75内でinguarddistが有効の場合1を返す）
;var(15) = 
;var(16) = ライフ4分の1
;var(17) = 同キャラ判定（改変元のみに対応）
;var(18) = 空中回避時間算出
;var(19) = 空中回避時間算出
;var(20) = StateNo=5040での無敵
;var(21) = ダウンバウンド無敵
;var(22) = 遠距離対策（自座標X-75内でinguarddistが有効の場合1を返す）
;var(23) = ファイナルダウン
;var(24) = 乱舞2択
;var(25) = 中段判定
;var(26) = 負の裁き判定
;var(27) = 絶命判定
;var(28) = 気絶短縮
;var(29) = 気絶回数
;var(30) = ガード不可攻撃エフェクト
;var(31) = ガードクラッシュ
;var(32) = ガクラ回数
;var(33) = 気絶
;var(34) = 気絶準備
;var(35) = 
;var(36) = 
;var(37) = 気絶有効
;var(38) = ガクラ有効
;var(39) = 楕円影表示
;var(40) = 乱舞奥義判定
;var(41) = 乱舞奥義時間
;var(42) = 乱舞奥義時間表示

;var(50) = 剣質設定

;fvar(10) = 補正
;fvar(11) = カウンター補正
;fvar(12) = 
;fvar(13) = 
;fvar(14) = A倍値
;fvar(15) = P倍値
;fvar(16) = AG倍値
;fvar(17) = 極剣質P倍値
;fvar(18) = 
;fvar(19) = 相手状態判定

;---------------------------------------------------------------------------
; タイムアップ
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170, 2]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 170, 3]
type = PlaySnd
trigger1 = animelem = 4
value = s23,5
channel = 0

;---------------------------------------------------------------------------
; 勝利分岐
[Statedef 180]
type = S

[State 180, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 180, 2]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 180, 3]
type = ChangeAnim
trigger1 = anim != 0
value = 0

[State 180, 4]
type = ChangeState
triggerall = time = 20
trigger1 = var(8) = 0
value = 186

[State 180, 5]
type = ChangeState
triggerall = time >= 20
trigger1 = matchover || teammode = turns
value = 182

[State 180, 6]
type = ChangeState
trigger1 = time >= 70
value = 181

;---------------------------------------------------------------------------
; 完全勝利
[Statedef 186]
type = S

[State 186, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 186, 2]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 186, 3] ;Change to stand state when done
type = Helper
trigger1 = time = 0
trigger1 = numhelper(18000) = 0
id = 18000
stateno = 18000
pos = 0,0

[State 186, 4] ;Change to stand state when done
type = Helper
trigger1 = time = 0
trigger1 = numhelper(18001) = 0
facing = -1
id = 18001
stateno = 18000
pos = 0,0

[State 186, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(8) = 0
anim = 189
id = 189
postype = left
pos = 160,80
ontop = 1
ownpal = 1
bindtime = -1
removetime = -1

[State 186, 6]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(8) = 0
value = s25,0

[State 186, 7]
type = ChangeState
triggerall = time >= 90
trigger1 = matchover || teammode = turns
value = 182

[State 186, 8]
type = ChangeState
trigger1 = time >= 120
value = 181

;---------------------------------------------------------------------------
; 勝利時背景移動用ヘルパー
[Statedef 18000]
type = S
ctrl = 0
anim = 9999
velset = -5.5,0

[State 18000, 1]
type = VelMul
trigger1 = time > 6
x = 0.925

[State 18000, 2]
type = VelSet
trigger1 = vel x > -0.1
x = 0

[State 18000, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

;---------------------------------------------------------------------------
; 一閃勝利
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 2]
type = Helper
triggerall = numhelper(18000) = 0
trigger1 = Time = 0
id = 18000
stateno = 18000
pos = 0,0

[State 181, 3]
type = Helper
triggerall = numhelper(18001) = 0
trigger1 = Time = 0
facing = -1
id = 18001
stateno = 18000
pos = 0,0

[State 181, 4]
type = PlaySnd
trigger1 = animelem = 1
value = s23,2
channel = 0

[State 181, 5]
type = AssertSpecial
trigger1 = teammode = single || teammode = turns
trigger1 = time >= 202
flag  = nofg
flag2 = nobardisplay

[State 181, 6]
type = RemoveExplod
trigger1 = teammode = single || teammode = turns
trigger1 = time = 202
id = 185

[State 181, 7]
type = Explod
trigger1 = teammode = single || teammode = turns
trigger1 = time = 202
anim = 182
postype = left
scale = 500.0,10.0
removetime = -1
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 181, 9]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝利
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 2] ;Change to stand state when done
type = Helper
triggerall = numhelper(18000) = 0
trigger1 = time = 0
id = 18000
stateno = 18000
pos = 0,0

[State 182, 3] ;Change to stand state when done
type = Helper
triggerall = numhelper(18001) = 0
trigger1 = time = 0
facing = -1
id = 18001
stateno = 18000
pos = 0,0

[State 182, 4]
type = PlaySnd
trigger1 = animelem = 1
value = s23,3
channel = 0

[State 182, 5]
type = PlaySnd
trigger1 = animelem = 1
value = s23,4
channel = 30
loop = 1
volume = 100

[State 182, 6]
type = PlaySnd
trigger1 = animelem = 34
value = s25,1

[State 182, 7]
type = Explod
trigger1 = animelem = 34
trigger1 = teamside = 1
anim = 186
id = 185
postype = left
pos = 60,70
ontop = 1
ownpal = 1
bindtime = -1

[State 182, 8]
type = Explod
trigger1 = animelem = 34
trigger1 = teamside = 2
anim = 186
id = 185
postype = right
pos = -60,70
ontop = 1
ownpal = 1
bindtime = -1

[State 182, 9]
type = RemoveExplod
trigger1 = animelem = 34
id = 189

[State 182, 10]
type = AssertSpecial
trigger1 = anim = 181
trigger1 = animelemtime(66) >= 0
flag = NoFG
flag2 = nobardisplay

[State 182, 11]
type = AssertSpecial
trigger1 = matchover
trigger1 = time = [0,410]
trigger2 = matchover = 0
trigger2 = time = [0,390]
flag = roundnotover

[State 182, 12]
type = RemoveExplod
trigger1 = animelem = 65
id = 185

[State 182, 13]
type = Explod
trigger1 = matchover
trigger1 = animelem = 65
anim = 182
postype = left
scale = 500.0,10.0
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 182, 14]
type = Explod
trigger1 = matchover = 0 && teammode = turns
trigger1 = animelem = 65
anim = 182
postype = left
scale = 500.0,10.0
removetime = -1
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 182, 15]
type = ChangeState
trigger1 = matchover
trigger1 = anim = 181
trigger1 = animelemtime(69) >= 0
value = 185

;---------------------------------------------------------------------------
; 勝利デモ
[Statedef 185]
type = S
ctrl = 0
velset = 0,0

[State 185, 1]
type = StopSnd
trigger1 = time = 0
channel = 30

[State 185, 2]
type = PlaySnd
trigger1 = time = 14
value = s25,2

[State 185, 3]
type = Explod
trigger1 = time = 0
anim = 50
ontop = 1
postype = left
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 185, 4]
type = Explod
trigger1 = time = 0
trigger1 = teamside = 1
anim = 51
postype = left
facing = 1
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 185, 5]
type = Explod
trigger1 = time = 0
trigger1 = teamside = 2
anim = 51
postype = right
facing = -1
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 185, 6];愚かしく…　そしてもろい…
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Kaede" && enemy(0),authorname = "" || enemy(numenemy>1),name = "Kaede" && enemy(numenemy>1),authorname = ""
trigger2 = enemy(0),name = "Kaede-1st" && enemy(0),var(1) = 0 || enemy(numenemy>1),name = "Kaede-1st" && enemy(numenemy>1),var(1) = 0
trigger3 = enemy(0),name = "Maede" || enemy(numenemy>1),name = "Maede"
trigger4 = var(30) = 0 && (enemy(0),name = "D4 Reimu" || enemy(numenemy>1),name = "D4 Reimu")
trigger5 = var(30) = 0 && (enemy(0),name = "remilia" || enemy(numenemy>1),name = "remilia")
trigger6 = var(30) = 0 && (enemy(0),name = "Mr_shihan" || enemy(numenemy>1),name = "Mr_shihan")
trigger7 = var(30) = 0 && (enemy(0),name = "Mr_shihan_KY" || enemy(numenemy>1),name = "Mr_shihan_KY")
anim = 60+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 7];「青龍」の力か…　おとろえたものだ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Kaede" || enemy(numenemy>1),name = "Kaede"
trigger2 = enemy(0),name = "Kaede-1st" && enemy(0),var(1) = 1 || enemy(numenemy>1),name = "Kaede-1st" && enemy(numenemy>1),var(1) = 1
anim = 61+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 8];私が憎いか…　貴様が人である証だ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Moriya Minakata" || enemy(numenemy>1),name = "Moriya Minakata"
trigger2 = enemy(0),name = "Moriya_Minakata" || enemy(numenemy>1),name = "Moriya_Minakata"
trigger3 = enemy(0),name = "Moriya" || enemy(numenemy>1),name = "Moriya"
anim = 62+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 9];おろかな娘だ…
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Yuki" || enemy(numenemy>1),name = "Yuki"
trigger2 = enemy(0),name = "cvsyoko" || enemy(numenemy>1),name = "cvsyoko"
trigger3 = enemy(0),name = "roomi" || enemy(numenemy>1),name = "roomi"
trigger4 = enemy(0),name = "Yumiduka_Satsuki" || enemy(numenemy>1),name = "Yumiduka_Satsuki"
trigger5 = enemy(0),name = "Kohaku" || enemy(numenemy>1),name = "Kohaku"
trigger6 = enemy(0),name = "Hisui" || enemy(numenemy>1),name = "Hisui"
trigger7 = enemy(0),name = "Sion" || enemy(numenemy>1),name = "Sion"
trigger8 = enemy(0),name = "Akiha" || enemy(numenemy>1),name = "Akiha"
trigger9 = enemy(0),name = "Akiha_Vermilion" || enemy(numenemy>1),name = "Akiha_Vermilion"
trigger10= enemy(0),name = "Ryougi Shiki" || enemy(numenemy>1),name = "Ryougi Shiki"
trigger11= enemy(0),name = "cvsmika" || enemy(numenemy>1),name = "cvsmika"
trigger12= enemy(0),name = "cvssakura" || enemy(numenemy>1),name = "cvssakura"
trigger13= enemy(0),name = "cvsyuri" || enemy(numenemy>1),name = "cvsyuri"
trigger14= enemy(0),name = "arina" || enemy(numenemy>1),name = "arina"
trigger15= enemy(0),name = "Meifang" || enemy(numenemy>1),name = "Meifang"
trigger16= enemy(0),name = "imouto" || enemy(numenemy>1),name = "imouto"
trigger17= enemy(0),name = "Aozaki_Aoko" || enemy(numenemy>1),name = "Aozaki_Aoko"
trigger18= enemy(0),name = "kanna-mvc" || enemy(numenemy>1),name = "kanna-mvc"
trigger19= numhelper(6001) > 0
trigger19= helper(6001),var(29) = 2
anim = 63+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 10];老いたものだ…
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Genbu no Okina" || enemy(numenemy>1),name = "Genbu no Okina"
trigger2 = enemy(0),name = "Genbu Okina" || enemy(numenemy>1),name = "Genbu Okina"
trigger3 = numhelper(6001) > 0
trigger3 = helper(6001),var(29) = 3
anim = 64+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 11];子供とて容赦せぬ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "NewAkari" || enemy(numenemy>1),name = "NewAkari"
trigger2 = enemy(0),name = "Ponta" || enemy(numenemy>1),name = "Ponta"
trigger3 = enemy(0),name = "kanna" || enemy(numenemy>1),name = "kanna"
trigger4 = enemy(0),name = "Nayu" || enemy(numenemy>1),name = "Nayu"
trigger5 = enemy(0),name = "Unyuho" || enemy(numenemy>1),name = "Unyuho"
trigger6 = enemy(0),name = "Hinata Wakaba" || enemy(numenemy>1),name = "Hinata Wakaba"
trigger7 = enemy(0),name = "Len" || enemy(numenemy>1),name = "Len"
trigger8 = enemy(0),name = "Ren" || enemy(numenemy>1),name = "Ren"
trigger9 = enemy(0),name = "White_Len" || enemy(numenemy>1),name = "White_Len"
trigger10= enemy(0),name = "Reika" || enemy(numenemy>1),name = "Reika"
trigger11= enemy(0),name = "Tsunade" || enemy(numenemy>1),name = "Tsunade"
trigger12= enemy(0),name = "Arima_Miyako" || enemy(numenemy>1),name = "Arima_Miyako"
trigger13= enemy(0),name = "cvscammy" || enemy(numenemy>1),name = "cvscammy"
trigger14= enemy(0),name = "Mayu Shiina" || enemy(numenemy>1),name = "Mayu Shiina"
trigger15= enemy(0),name = "Momoko" || enemy(numenemy>1),name = "Momoko"
trigger16= numhelper(6001) > 0
trigger16= helper(6001),var(29) = 1
anim = 65+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 12];救いがたきは　けがれたその心
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Kanzaki Juzo" || enemy(numenemy>1),name = "Kanzaki Juzo"
trigger2 = enemy(0),name = "Saimon" || enemy(numenemy>1),name = "Saimon"
trigger3 = enemy(0),name = "Suija" || enemy(numenemy>1),name = "Suija"
anim = 66+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 13];武士だと？　…フッ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Washizuka" || enemy(numenemy>1),name = "Washizuka"
trigger2 = enemy(0),name = "Kojiroh Sanada" || enemy(numenemy>1),name = "Kojiroh Sanada"
trigger3 = enemy(0),name = "真田 小次郎" || enemy(numenemy>1),name = "真田 小次郎"
trigger4 = enemy(0),name = "sanada_ani" || enemy(numenemy>1),name = "sanada_ani"
trigger5 = enemy(0),name = "Sanada Yukimura" || enemy(numenemy>1),name = "Sanada Yukimura"
trigger6 = enemy(0),name = "Jubei" || enemy(numenemy>1),name = "Jubei"
trigger7 = enemy(0),name = "Jyubei Yagyu" || enemy(numenemy>1),name = "Jyubei Yagyu"
trigger8 = enemy(0),name = "Ukyo Tachibana" || enemy(numenemy>1),name = "Ukyo Tachibana"
anim = 67+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 14];人こそ狂気　それ故、滅ぼすのだ…
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Shikyoh" || enemy(numenemy>1),name = "Shikyoh"
trigger2 = enemy(0),name = "Mukuro" || enemy(numenemy>1),name = "Mukuro"
trigger3 = enemy(0),name = "KUBIKIRI BASARA" || enemy(numenemy>1),name = "KUBIKIRI BASARA"
trigger4 = enemy(0),name = "dio" || enemy(numenemy>1),name = "dio"
trigger5 = enemy(0),name = "final dio" || enemy(numenemy>1),name = "final dio"
anim = 68+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 15];おのれの愚かしさ　理解できぬか
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Hyo Amano" || enemy(numenemy>1),name = "Hyo Amano"
trigger2 = enemy(0),name = "Nanaya" || enemy(numenemy>1),name = "Nanaya"
trigger3 = enemy(0),name = "Nanaya Shiki" || enemy(numenemy>1),name = "Nanaya Shiki"
trigger4 = enemy(0),name = "Nanaya_Shiki" || enemy(numenemy>1),name = "Nanaya_Shiki"
trigger5 = enemy(0),name = "Shiki Nanaya" || enemy(numenemy>1),name = "Shiki Nanaya"
trigger6 = enemy(0),name = "Shiki_Nanaya" || enemy(numenemy>1),name = "Shiki_Nanaya"
trigger7 = enemy(0),name = "Tohno Shiki" || enemy(numenemy>1),name = "Tohno Shiki"
trigger8 = enemy(0),name = "Tohno_Shiki" || enemy(numenemy>1),name = "Tohno_Shiki"
trigger9 = enemy(0),name = "Shiki Tohno" || enemy(numenemy>1),name = "Shiki Tohno"
trigger10= enemy(0),name = "Shiki_Tohno" || enemy(numenemy>1),name = "Shiki_Tohno"
trigger11= enemy(0),name = "kamen rider kaixa" || enemy(numenemy>1),name = "kamen rider kaixa"
anim = 69+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 16];人に正義など…あるはずもない…
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Lee Rekka" || enemy(numenemy>1),name = "Lee Rekka"
trigger2 = enemy(0),name = "cvskim" || enemy(numenemy>1),name = "cvskim"
trigger3 = enemy(0),name = "Kim Kaphwan" || enemy(numenemy>1),name = "Kim Kaphwan"
trigger4 = enemy(0),name = "Kim Kaphwan - MvC" || enemy(numenemy>1),name = "Kim Kaphwan - MvC"
trigger5 = enemy(0),name = "Kim Kap Hwan" || enemy(numenemy>1),name = "Kim Kap Hwan"
trigger6 = enemy(0),name = "Kap-Hwan Kim" || enemy(numenemy>1),name = "Kap-Hwan Kim"
trigger7 = enemy(0),name = "ffsp_kim" || enemy(numenemy>1),name = "ffsp_kim"
trigger8 = enemy(0),name = "NBC_Kim" || enemy(numenemy>1),name = "NBC_Kim"
trigger9 = enemy(0),name = "KimXI" || enemy(numenemy>1),name = "KimXI"
trigger10= enemy(0),name = "KimXIII" || enemy(numenemy>1),name = "KimXIII"
trigger11= enemy(0),name = "Kim Jae Hoon" || enemy(numenemy>1),name = "Kim Jae Hoon"
trigger12= enemy(0),name = "ky" || enemy(numenemy>1),name = "ky"
trigger13= enemy(0),name = "Ky Kiske" || enemy(numenemy>1),name = "Ky Kiske"
trigger14= enemy(0),name = "KY KISKE" || enemy(numenemy>1),name = "KY KISKE"
trigger15= enemy(0),name = "Ky=kiske" || enemy(numenemy>1),name = "Ky=kiske"
trigger16= enemy(0),name = "Ky = kiske" || enemy(numenemy>1),name = "Ky = kiske"
trigger17= enemy(0),name = "Masked Rider Kuuga" || enemy(numenemy>1),name = "Masked Rider Kuuga"
trigger18= enemy(0),name = "shenlong_gundam" || enemy(numenemy>1),name = "shenlong_gundam"
anim = 70+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 17];斬ることで生きる…　どこまで愚かなものか
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Zantetsu" || enemy(numenemy>1),name = "Zantetsu"
trigger2 = enemy(0),name = "Haohmaru" || enemy(numenemy>1),name = "Haohmaru"
trigger3 = enemy(0),name = "Rasetumaru" || enemy(numenemy>1),name = "Rasetumaru"
trigger4 = enemy(0),name = "Kibagami Genjuro" || enemy(numenemy>1),name = "Kibagami Genjuro"
anim = 71+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 18];憎しみに鬼となるか　…失望したよ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Shigen_Naoe" || enemy(numenemy>1),name = "Shigen_Naoe"
trigger1 = enemy(0),name = "Shigen Naoe" || enemy(numenemy>1),name = "Shigen Naoe"
anim = 72+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 19];所詮は過去のもの　新たな時代には…いらぬ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Musashi Akatsuki" || enemy(numenemy>1),name = "Musashi Akatsuki"
trigger2 = var(30) = 0 && (enemy(0),name = "KAGUYA HOURAISAN" || enemy(numenemy>1),name = "KAGUYA HOURAISAN")
trigger3 = var(30) = 0 && (enemy(0),name = "cvschunli" || enemy(numenemy>1),name = "cvschunli")
trigger4 = var(30) = 0 && (enemy(0),name = "Genkai_shihan" || enemy(numenemy>1),name = "Genkai_shihan")
trigger5 = var(30) = 0 && (enemy(0),name = "justice" || enemy(numenemy>1),name = "justice")
anim = 73+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 20];身の程知らずめ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = enemy(0),name = "Shinnosuke Kagami" || enemy(numenemy>1),name = "Shinnosuke Kagami"
trigger2 = enemy(0),name = "Shinnosuke Kagami By Third" || enemy(numenemy>1),name = "Shinnosuke Kagami By Third"
trigger3 = enemy(0),name = "Kagami Shinnosuke" || enemy(numenemy>1),name = "Kagami Shinnosuke"
trigger4 = enemy(0),name = "Kagami" && !(authorname = "Yogoreneko") || enemy(numenemy>1),name = "Kagami" && !(authorname = "Yogoreneko")
trigger5 = enemy(0),name = "HyperKagami" || enemy(numenemy>1),name = "HyperKagami"
anim = 74+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 21];フッ…
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = var(16) = 0 && floor((256*life)/lifemax) >= 205
anim = 75+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 23];愚かな…
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = var(16) != 0
trigger2 = numhelper(6001) > 0
trigger2 = helper(6001),var(29) = 4
anim = 77+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 22];くだらん時間だ
type = Explod
triggerall = time = 0 && numexplod(60) = 0
trigger1 = var(16) = 0
anim = 76+(var(30)*20)
id = 60
ontop = 1
postype = left
pos = ifelse(teamside=2,-165,0),0
ownpal = 1
bindtime = -1

[State 185, 24]
type = Explod
trigger1 = time = 0
anim = 183
postype = left
scale = 500.0,10.0
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 185, 25]
type = Explod
trigger1 = time = 0
anim = 184
postype = left
scale = 500.0,10.0
removetime = -1
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 185, 26]
type = AssertSpecial
trigger1 = 1
flag  = nomusic
flag2 = nofg
flag3 = nobardisplay

[State 185, 27]
type = AssertSpecial
trigger1 = time = [0,420]
flag = roundnotover

;---------------------------------------------------------------------------
; イントロ分岐
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 190, 2]
type = Explod
trigger1 = time = 0
anim = 190
id = 190
ontop = 1
postype = left
scale = 500.0,10.0
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 190, 3]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = AssertSpecial
trigger1 = numexplod(190) = 1
flag = nobardisplay

[State 190, 5]
type = VarSet
trigger1 = roundstate = 0
trigger1 = roundsexisted = 0
trigger1 = palno = 1 || palno = 2 || palno = 3
var(50) = 0

[State 190, 6]
type = VarSet
trigger1 = roundstate = 0
trigger1 = roundsexisted = 0
trigger1 = palno = 4 || palno = 5 || palno = 6
var(50) = 1

[State 190, 7]
type = Helper
trigger1 = time = 0
trigger1 = roundsexisted = 0
stateno = 1900+(var(50)*2)
id = 1900
facing = ifelse(teamside=1,1,-1)
pos = 0,-155
ownpal = 1
keyctrl = 1

[State 190, 8]
type = ChangeState
trigger1 = time >= 1
trigger1 = roundsexisted = 0
value = 191

[State 190, 9]
type = ChangeState
trigger1 = time = 25
trigger1 = roundsexisted != 0
value = 0

;---------------------------------------------------------------------------
; イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 191, 2]
type = AssertSpecial
trigger1 = numexplod(190) = 1
flag = nobardisplay

[State 191, 3]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 191, 5]
type = Helper
trigger1 = time = 32
stateno = 19100
id = 19100
postype = p1
pos = 0,0
ownpal = 1
keyctrl = 0

[State 191, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; イントロ背景移動用ヘルパー
[Statedef 19100]
type   = A
velset = 0,0
ctrl = 0
anim = 9999

[State 19100, 1]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 19100, 2]
type = AssertSpecial
trigger1 = 1
flag  = nofg
flag2 = noshadow
flag3 = invisible

[State 19100, 3]
type = NotHitBy
trigger1 = 1
value = SCA, AA

[State 19100, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 19100, 5]
type = VelSet
trigger1 = time = 0
y = -2

[State 19100, 6]
type = VelSet
trigger1 = time = 166
y = 1.9

[State 19100, 7]
type = VelSet
trigger1 = vel y > 0
trigger1 = pos y >= 0
y = 0

[State 19100, 8]
type = PosSet
trigger1 = pos y >= 0
y = 0

[State 19100, 9]
type = Explod
trigger1 = time = 0
anim = 192
id = 192
postype = left
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 19100, 10]
type = VarAdd
trigger1 = time = [0,44]
var(1) = 1

[State 19100, 11]
type = VarSet
trigger1 = time = [45,165]
var(1) = 0

[State 19100, 12]
type = VarAdd
trigger1 = time = [166,255]
var(1) = 1

[State 19100, 13]
type = null;AllPalFx
trigger1 = time = [0,44]
add = 0+ceil(var(1)*5.5),0+ceil(var(1)*5.5),0+ceil(var(1)*5.5)
time = 2

[State 19100, 14]
type = null;AllPalFx
trigger1 = time = [45,165]
add = 256,256,256
time = 2

[State 19100, 15]
type = null;AllPalFx
trigger1 = time = [166,255]
add = 256-ceil(var(1)*2.75),256-ceil(var(1)*2.75),256-ceil(var(1)*2.75)
time = 2

[State 19100, 16]
type = PlaySnd
trigger1 = time = 0
value = s23,0
channel = 0

[State 19100, 17]
type = PlaySnd
trigger1 = time = 200
value = s23,1
channel = 0

[State 19100, 18]
type = DestroySelf
trigger1 = time > 360

;---------------------------------------------------------------------------
; 剣質設定（力）
[Statedef 1900]
type = S
ctrl = 0
anim = 1910
velset = 0,0

[State 1900, 1]
type = ChangeState
trigger1 = roundstate = 2
trigger2 = command = "b"
trigger3 = command = "a"
trigger4 = command = "start"
trigger5 = parent,var(57) = 1
trigger5 = parent,var(50) = 0
value = 1910

[State 1900, 2]
type = ParentVarSet
trigger1 = command = "fwd"
trigger2 = command = "back"
trigger3 = parent,var(57) = 2
var(50) = 1

[State 1900, 3]
type = VarSet
trigger1 = command = "down"
trigger1 = var(1) != [6,8]
var(1) = 0

[State 1900, 4]
type = VarAdd
trigger1 = command = "down"
trigger1 = var(1) = [6,8]
var(1) = 1

[State 1900, 5]
type = VarSet
trigger1 = command = "up"
trigger2 = var(2) = 240
var(1) = 0

[State 1900, 6]
type = VarAdd
trigger1 = var(1) > 0
var(2) = 1

[State 1900, 7]
type = VarSet
trigger1 = var(1) = 0
trigger2 = var(2) > 240
var(2) = 0

[State 1900, 8]
type = null;ChangeState
trigger1 = parent,var(57) = 3
value = 1904

[State 1900, 9]
type = ChangeState
trigger1 = parent,var(50) = 1
value = 1901

;---------------------------------------------------------------------------
; 剣質設定（力→技）
[Statedef 1901]
type = S
ctrl = 0
anim = 1911
velset = 0,0

[State 1901, 1]
type = PlaySnd
trigger1 = time = 0
value = 190,0
volume = 255

[State 1901, 2]
type = ChangeState
trigger1 = animtime = 0
value = 1902

;---------------------------------------------------------------------------
; 剣質設定（技）
[Statedef 1902]
type = S
ctrl = 0
anim = 1912
velset = 0,0

[State 1902, 1]
type = ChangeState
trigger1 = roundstate = 2
trigger2 = command = "b"
trigger3 = command = "a"
trigger4 = command = "start"
trigger5 = parent,var(57) = 2
trigger5 = parent,var(50) = 1
value = 1910

[State 1902, 2]
type = ParentVarSet
trigger1 = command = "fwd"
trigger2 = command = "back"
trigger3 = parent,var(57) = 1
var(50) = 0

[State 1902, 3]
type = VarSet
trigger1 = command = "up"
trigger1 = var(1) = [6,8]
var(1) = 0

[State 1902, 4]
type = VarAdd
trigger1 = command = "up"
trigger1 = var(1) != [6,8]
var(1) = 1

[State 1902, 5]
type = VarSet
trigger1 = command = "down"
trigger2 = var(2) = 240
var(1) = 0

[State 1902, 6]
type = VarAdd
trigger1 = var(1) > 0
var(2) = 1

[State 1902, 7]
type = VarSet
trigger1 = var(1) = 0
trigger2 = var(2) > 240
var(2) = 0

[State 1902, 8]
type = null;ChangeState
trigger1 = var(1) = 13
trigger2 = parent,var(57) = 3
value = 1904

[State 1902, 9]
type = ChangeState
trigger1 = parent,var(50) = 0
value = 1903

;---------------------------------------------------------------------------
; 剣質設定（技→力）
[Statedef 1903]
type = S
ctrl = 0
anim = 1913
velset = 0,0

[State 1903, 1]
type = PlaySnd
trigger1 = time = 0
value = 190,0
volume = 255

[State 1903, 2]
type = ChangeState
trigger1 = animtime = 0
value = 1900

;---------------------------------------------------------------------------
; 剣質選択（極）
[Statedef 1904]
type = S
ctrl = 0
anim = 1914
velset = 0,0

[State 1904, 1]
type = PlaySnd
trigger1 = time = 0
value = 190,0
volume = 255

[State 1904, 2]
type = ChangeState
trigger1 = roundstate = 2
trigger2 = command = "b"
trigger3 = command = "a"
trigger4 = command = "start"
trigger5 = parent,var(57) = 3
trigger5 = parent,var(50) = 2
value = 1910

[State 1904, 3]
type = ParentVarSet
trigger1 = var(1) >= 13
trigger2 = parent,var(57) = 3
var(50) = 2

[State 1904, 4]
type = ParentVarSet
trigger1 = var(1) < 13
trigger1 = command = "fwd"
trigger2 = parent,var(57) = 1
var(50) = 0

[State 1904, 5]
type = ParentVarSet
trigger1 = var(1) < 13
trigger1 = command = "back"
trigger2 = parent,var(57) = 2
var(50) = 1

[State 1904, 6]
type = ChangeState
trigger1 = parent,var(50) = 0
value = 1903

[State 1904, 7]
type = ChangeState
trigger1 = parent,var(50) = 1
value = 1901

;---------------------------------------------------------------------------
; 剣質決定
[Statedef 1910]
type = S
ctrl = 0
velset = 0,0

[State 1910, 1]
type = PlaySnd
trigger1 = time = 0
value = 190,1

[State 1910, 2]
type = PalFx
trigger1 = time = 0
trigger2 = time = 6
add = 256,256,256
time = 3

[State 1910, 3]
type = DestroySelf
trigger1 = time = 9

;---------------------------------------------------------------------------
; 挑発
[Statedef 195]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 195

[State 195, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 195, 2]
type = PlaySnd
trigger1 = animelem = 4
value = s23,7
channel = 0

[State 195, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
