;---------------------------------------------------------------------------
; 乱舞奥義通常技
;---------------------------------------------------------------------------
; 4A
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 4,0
ctrl = 0
anim = 1200
poweradd = 0
sprpriority = 2

[State 1200, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1200, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1200, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1200, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1200, 5]
type = StateTypeSet
trigger1 = animelemtime(4) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1200, 6]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1200, 7]
type = VarAdd
trigger1 = movehit = 1
var(41) = -5
persistent = 0
ignorehitpause = 1

[State 1200, 8]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1200, 9]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 2500
id = 2500
bindtime = 1
ownpal = 1
sprpriority = 3
ignorehitpause = 1

[State 1200, 10]
type = VelSet
trigger1 = time > 5
x = 0

[State 1200, 11]
type = HitDef
trigger1 = AnimElem = 3
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,11.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 9,9
guard.pausetime = 9,9
sparkxy = -10,-90
sparkno = s10011
guard.sparkno = s10102
hitsound = s3,0+random%6
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -3
guard.cornerpush.veloff = -6
ground.velocity = -4
ground.cornerpush.veloff = -7
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1200

[State 1200, 12]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 1200, 13]
type = PlaySnd
trigger1 = animelem = 3
value = s30,11

[State 1200, 14]
type = ChangeAnim
trigger1 = var(40) = 0
value = 200
elem = animelemno(0)
persistent = 0

[State 1200, 15]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5A
[Statedef 1201]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 2,0
ctrl = 0
anim = 1201
poweradd = 0
sprpriority = 2

[State 1201, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1201, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1201, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1201, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1201, 5]
type = StateTypeSet
trigger1 = animelemtime(17) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1201, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -5
persistent = 5
ignorehitpause = 1

[State 1201, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 5
ignorehitpause = 1

[State 1201, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 5
ignorehitpause = 1

[State 1201, 9]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
anim = 2000+(animelemno(0)-4)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1201, 10]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(17) < 0
anim = 2006+(animelemno(0)-12)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1201, 11]
type = VelSet
trigger1 = time > 17
x = 0

[State 1201, 12]
type = HitDef
trigger1 = AnimElem = 6
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,11.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkxy = -30,-70
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = -5.8
ground.velocity = -5.3
ground.cornerpush.veloff = -6.3
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1201

[State 1201, 13]
type = HitDef
trigger1 = AnimElem = 14
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,8.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkxy = -30,-70
sparkno = s10009
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
ground.velocity = -4
ground.cornerpush.veloff = -6.4
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 12010

[State 1201, 14]
type = PlaySnd
trigger1 = animelem = 3
value = s20,0+random%6
channel = 0

[State 1201, 15]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = s0,0

[State 1201, 16]
type = ChangeAnim
trigger1 = var(40) = 0
value = 201
elem = animelemno(0)
persistent = 0

[State 1201, 17]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5AA
[Statedef 1202]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 2,0
ctrl = 0
anim = 1202
poweradd = 0
sprpriority = 2

[State 1202, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1202, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1202, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1202, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1202, 5]
type = StateTypeSet
trigger1 = animelemtime(17) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1202, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -5
persistent = 5
ignorehitpause = 1

[State 1202, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 5
ignorehitpause = 1

[State 1202, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 5
ignorehitpause = 1

[State 1202, 9]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
anim = 2000+(animelemno(0)-4)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1202, 10]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(17) < 0
anim = 2006+(animelemno(0)-12)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1202, 11]
type = VelSet
trigger1 = time > 17
x = 0

[State 1202, 12]
type = HitDef
trigger1 = AnimElem = 6
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,11.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkxy = -30,-70
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = -5.8
ground.velocity = -5.3
ground.cornerpush.veloff = -6.3
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1202

[State 1202, 13]
type = HitDef
trigger1 = AnimElem = 14
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,8.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkxy = -30,-70
sparkno = s10009
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
ground.velocity = -4
ground.cornerpush.veloff = -6.4
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 12020

[State 1202, 14]
type = PlaySnd
trigger1 = animelem = 3
value = s20,0+random%6
channel = 0

[State 1202, 15]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 11
value = s0,0

[State 1202, 16]
type = ChangeAnim
trigger1 = var(40) = 0
value = 202
elem = animelemno(0)
persistent = 0

[State 1202, 17]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5B
[Statedef 1203]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 2,0
ctrl = 0
anim = 1203
poweradd = 0
sprpriority = 2

[State 1203, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1203, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1203, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1203, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1203, 5]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1203, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -7
persistent = 0
ignorehitpause = 1

[State 1203, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1203, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1203, 9]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(9) < 0
anim = 2011+(animelemno(0)-3)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1203, 10]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 4

[State 1203, 11]
type = PosAdd
trigger1 = animelem = 10
trigger2 = animelem = 11
x = -4

[State 1203, 12]
type = VelSet
trigger1 = time > 14
x = 0

[State 1203, 13]
type = HitDef
trigger1 = AnimElem = 5
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,21.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -20,-70
sparkno = s10001
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5.8
guard.cornerpush.veloff = -10
ground.velocity = -6
ground.cornerpush.veloff = -9.5
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1203

[State 1203, 14]
type = PlaySnd
trigger1 = animelem = 2
value = s21,0+random%6
channel = 0

[State 1203, 15]
type = PlaySnd
trigger1 = animelem = 2
value = s0,0

[State 1203, 16]
type = ChangeAnim
trigger1 = var(40) = 0
value = 203
elem = animelemno(0)
persistent = 0

[State 1203, 17]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6B
[Statedef 1204]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1204
poweradd = 0
sprpriority = 2

[State 1204, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1204, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1204, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1204, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1204, 5]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1204, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1204, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1204, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1204, 9]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(15) < 0
anim = 2017+(animelemno(0)-8)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1204, 10]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 8

[State 1204, 11]
type = PosAdd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 10
x = 10

[State 1204, 12]
type = PosAdd
trigger1 = animelem = 8
x = 20

[State 1204, 13]
type = PosAdd
trigger1 = animelem = 9
x = 15

[State 1204, 14]
type = Width
trigger1 = animelemtime(8) >= 0
player = 20,20
ignorehitpause = 1

[State 1204, 15]
type = HitDef
trigger1 = AnimElem = 10
attr = S,NA
animtype = Hard
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,26.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,6.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = 15,15
sparkxy = -30,-35
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -7.5
ground.velocity = -6
ground.cornerpush.veloff = -9
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1204

[State 1204, 16]
type = PlaySnd
trigger1 = animelem = 5
value = s21,0+random%6
channel = 0

[State 1204, 17]
type = PlaySnd
trigger1 = animelem = 6
value = s0,0

[State 1204, 18]
type = ChangeAnim
trigger1 = var(40) = 0
value = 204
elem = animelemno(0)
persistent = 0

[State 1204, 19]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; B+C（中段）
[Statedef 1205]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1205
poweradd = 0
sprpriority = 2

[State 1205, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1205, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59100,59210]) && target,stateno != 88210 && HitPauseTime <= 1
value = 77001-var(50)
persistent = 0
ignorehitpause = 1

[State 1205, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1205, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1205, 5]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1205, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1205, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1205, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1205, 9]
type = VarSet
trigger1 = 1
var(25) = ifelse(p2statetype = C,1,0)

[State 1205, 10]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(11) < 0
anim = 2024+(animelemno(0)-5)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1205, 11]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 10103
pos = 90,0
vel = 2,0
ownpal = 1
sprpriority = 2

[State 1205, 12]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4

[State 1205, 13]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 7
x = 8

[State 1205, 14]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 12

[State 1205, 15]
type = PosAdd
trigger1 = animelem = 6
x = 16

[State 1205, 16]
type = PosAdd
trigger1 = animelem = 12
x = -12

[State 1205, 17]
type = PosAdd
trigger1 = animelem = 13
trigger2 = animtime = 0
x = -16

[State 1205, 18]
type = PosAdd
trigger1 = animelem = 14
x = -20

[State 1205, 19]
type = VelSet
trigger1 = animelem = 4
x = 1

[State 1205, 20]
type = VelSet
trigger1 = time > 35
x = 0

[State 1205, 21]
type = HitDef
trigger1 = AnimElem = 6
attr = A,NA
animtype = Mid
guardflag = H
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = 15,15
sparkxy = -20,-80
sparkno = s10010
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -9
ground.velocity = -3.25,-11.5
ground.cornerpush.veloff = -15
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -3.25,-11.5
guard.kill = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1205

[State 1205, 22]
type = TargetState
trigger1 = roundstate = 2
trigger1 = movehit
trigger1 = var(25) = 1
value = 88210
id = 1205
persistent = 0
ignorehitpause = 1

[State 1205, 23]
type = PlaySnd
trigger1 = animelem = 3
value = s21,0+random%6
channel = 0

[State 1205, 24]
type = PlaySnd
trigger1 = animelem = 5
value = s0,0

[State 1205, 25]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 5C
[Statedef 1206]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 2,0
ctrl = 0
anim = 1206
poweradd = 0
sprpriority = 2

[State 1206, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1206, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1206, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1206, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1206, 5]
type = StateTypeSet
trigger1 = animelemtime(13) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1206, 6]
type = VarAdd
trigger1 = animelemtime(4) >= 0
trigger1 = movehit = 1
var(41) = -5
persistent = 0
ignorehitpause = 1

[State 1206, 7]
type = VarAdd
trigger1 = animelemtime(12) >= 0
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1206, 8]
type = VarAdd
trigger1 = animelemtime(4) >= 0
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1206, 9]
type = VarAdd
trigger1 = animelemtime(12) >= 0
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1206, 10]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 11
ignorehitpause = 1

[State 1206, 11]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(8) < 0
anim = 2030+(animelemno(0)-3)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1206, 12]
type = Explod
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(16) < 0
anim = 2035+(animelemno(0)-12)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1206, 13]
type = VelSet
trigger1 = time > 15
x = 0

[State 1206, 14]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,11.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkxy = -30,-40
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
guard.cornerpush.veloff = -6
ground.velocity = -4
ground.cornerpush.veloff = -7
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1206

[State 1206, 15]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2statetype = L
trigger1 = enemynear,vel y = 0
attr = S,NA
animtype = Mid
hitflag = FD
damage = ceil(floor(ifelse(var(40)!=0,4.0,11.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,1
sparkxy = 0,-20
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
guardsound = -1
ground.type = low
down.velocity = 0,0
down.hittime = 25
guard.kill = 0
yaccel = 0.47
fall.recovertime = 1000
id = 206
nochainid = 206

[State 1206, 16]
type = HitDef
trigger1 = AnimElem = 12
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,7.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
getpower = 0,0
givepower = 0,0
pausetime = 11,11
guard.pausetime = 11,11
sparkxy = -20,-75
sparkno = s10001
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -8
ground.velocity = -6.5
ground.cornerpush.veloff = -10
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1206

[State 1206, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 1206, 18]
type = PlaySnd
trigger1 = animelem = 12
value = s21,0+random%6
channel = 0

[State 1206, 19]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 12
value = s0,0

[State 1206, 20]
type = ChangeAnim
trigger1 = var(40) = 0
value = 206
elem = animelemno(0)
persistent = 0

[State 1206, 21]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 6C
[Statedef 1207]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 2,0
ctrl = 0
anim = 1207
poweradd = 0
sprpriority = 2

[State 1207, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1207, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1207, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1207, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1207, 5]
type = StateTypeSet
trigger1 = animelemtime(13) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1207, 6]
type = VarAdd
trigger1 = animelemtime(4) >= 0
trigger1 = movehit = 1
var(41) = -5
persistent = 0
ignorehitpause = 1

[State 1207, 7]
type = VarAdd
trigger1 = animelemtime(12) >= 0
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1207, 8]
type = VarAdd
trigger1 = animelemtime(4) >= 0
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1207, 9]
type = VarAdd
trigger1 = animelemtime(12) >= 0
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1207, 10]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 11
ignorehitpause = 1

[State 1207, 11]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(8) < 0
anim = 2030+(animelemno(0)-3)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1207, 12]
type = Explod
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(16) < 0
anim = 2035+(animelemno(0)-12)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1207, 13]
type = VelSet
trigger1 = time > 14
x = 0

[State 1207, 14]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,11.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
getpower = 0,0
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkxy = -30,-40
sparkno = s10000
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4
guard.cornerpush.veloff = -6
ground.velocity = -4
ground.cornerpush.veloff = -7
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1207

[State 1207, 15]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2statetype = L
trigger1 = enemynear,vel y = 0
attr = S,NA
animtype = Mid
hitflag = FD
damage = ceil(floor(ifelse(var(40)!=0,4.0,11.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,1
sparkxy = 0,-10
sparkno = s10011
guard.sparkno = s10102
hitsound = s3,0+random%6
guardsound = s5,2+random%2
guardsound = -1
ground.type = low
down.velocity = 0,0
down.hittime = 25
guard.kill = 0
yaccel = 0.47
fall.recovertime = 1000
id = 207
nochainid = 207

[State 1207, 16]
type = HitDef
trigger1 = AnimElem = 12
attr = S,NA
animtype = Mid
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,7.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 11,11
guard.pausetime = 11,11
sparkxy = -20,-75
sparkno = s10001
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -8
ground.velocity = -6.5
ground.cornerpush.veloff = -10
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1207

[State 1207, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 1207, 18]
type = PlaySnd
trigger1 = animelem = 12
value = s21,0+random%6
channel = 0

[State 1207, 19]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 12
value = s0,0

[State 1207, 20]
type = ChangeAnim
trigger1 = var(40) = 0
value = 207
elem = animelemno(0)
persistent = 0

[State 1207, 21]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 2A
[Statedef 1208]
type    = C
movetype= A
physics = N
juggle  = 0
velset = 2,0
ctrl = 0
anim = 1208
poweradd = 0
sprpriority = 2

[State 1208, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1208, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1208, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1208, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1208, 5]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1208, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1208, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1208, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1208, 9]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(8) < 0
anim = 2039+(animelemno(0)-4)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1208, 10]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = 4

[State 1208, 11]
type = PosAdd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animtime = 0
x = -4

[State 1208, 12]
type = PosAdd
trigger1 = animelem = 11
x = -8

[State 1208, 13]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
player = 20,20
ignorehitpause = 1

[State 1208, 14]
type = VelSet
trigger1 = time > 10
x = 0

[State 1208, 15]
type = HitDef
trigger1 = AnimElem = 5
attr = C,NA
animtype = Mid
guardflag = L
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,12.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkxy = -20,-30
sparkno = s10005
guard.sparkno = s10101
hitsound = s2,0+random%8
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -3.5
guard.cornerpush.veloff = -5
ground.velocity = -4
ground.cornerpush.veloff = -6.3
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1208

[State 1208, 16]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 1208, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s0,0

[State 1208, 18]
type = ChangeAnim
trigger1 = var(40) = 0
value = 208
elem = animelemno(0)
persistent = 0

[State 1208, 19]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 2B
[Statedef 1209]
type    = C
movetype= A
physics = N
juggle  = 0
velset = 3,0
ctrl = 0
anim = 1209
poweradd = 0
sprpriority = 2

[State 1209, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1209, 2]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1209, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1209, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1209, 5]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1209, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -7
persistent = 0
ignorehitpause = 1

[State 1209, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1209, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1209, 9]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(8) < 0
anim = 2039+(animelemno(0)-4)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1209, 10]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = 4

[State 1209, 11]
type = PosAdd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animtime = 0
x = -4

[State 1209, 12]
type = PosAdd
trigger1 = animelem = 11
x = -8

[State 1209, 13]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
player = 20,20
ignorehitpause = 1

[State 1209, 14]
type = VelSet
trigger1 = time > 10
x = 0

[State 1209, 15]
type = HitDef
trigger1 = AnimElem = 5
attr = C,NA
animtype = Mid
guardflag = L
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,18.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -20,-40
sparkno = s10001
guard.sparkno = s10101
hitsound = s2,0+random%8
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5.5
guard.cornerpush.veloff = -9
ground.velocity = -6
ground.cornerpush.veloff = -9.5
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1209

[State 1209, 16]
type = PlaySnd
trigger1 = animelem = 4
value = s20,0+random%6
channel = 0

[State 1209, 17]
type = PlaySnd
trigger1 = animelem = 4
value = s0,0

[State 1209, 18]
type = ChangeAnim
trigger1 = var(40) = 0
value = 209
elem = animelemno(0)
persistent = 0

[State 1209, 19]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 3B（追い討ち）
[Statedef 1213]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1213
poweradd = 0
sprpriority = 2

[State 1213, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1213, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1213, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1213, 4]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1213, 5]
type = VarAdd
trigger1 = movehit = 1
var(41) = -10
persistent = 0
ignorehitpause = 1

[State 1213, 6]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1213, 7]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 2513
id = 2513
bindtime = 1
ownpal = 1
sprpriority = 3
ignorehitpause = 1

[State 1213, 8]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 2514
id = 2514
bindtime = 1
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 1213, 9]
type = HitDef
trigger1 = AnimElem = 7
trigger1 = enemynear,vel y = 0
attr = C,NA
animtype = Mid
hitflag = FD
damage = ceil(floor(ifelse(var(40)!=0,8.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,6.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 9,1
sparkxy = 0,0
sparkno = s10011
guard.sparkno = -1
hitsound = s3,0+random%6
guardsound = -1
ground.type = low
down.velocity = 0,0
down.hittime = 25
guard.kill = 0
yaccel = 0.47
fall.recovertime = 1000
id = 213
nochainid = 213

[State 1213, 10]
type = PlaySnd
trigger1 = animelem = 7
value = s20,0+random%6
channel = 0

[State 1213, 11]
type = PlaySnd
trigger1 = animelem = 7
value = s30,3

[State 1213, 12]
type = ChangeAnim
trigger1 = var(40) = 0
value = 213
elem = animelemno(0)
persistent = 0

[State 1213, 13]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; JA
[Statedef 1220]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1220
poweradd = 0
sprpriority = 2

[State 1220, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1220, 2]
type = VarSet
trigger1 = time = 0
var(6) = 0
persistent = 0

[State 1220, 3]
type = Gravity
trigger1 = time >= 1

[State 1220, 4]
type = PlayerPush
trigger1 = p2statetype = A
trigger1 = animelemtime(8) < 0
value = 0
ignorehitpause = 1

[State 1220, 5]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1220, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1220, 7]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1220, 8]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1220, 9]
type = VarAdd
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1220, 10]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1220, 11]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1220, 12]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(9) < 0
trigger1 = (gametime%2) = 0
anim = 2043+(animelemno(0)-3)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1220, 13]
type = HitDef
trigger1 = AnimElem = 5
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,19.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -10,0
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.75*vel y)
ground.velocity = -4
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1220

[State 1220, 14]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 1220, 15]
type = PlaySnd
trigger1 = animelem = 3
value = s0,0

[State 1220, 16]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(40) = 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 1220, 17]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = var(6) != 0
value = 1225

[State 1220, 18]
type = ChangeAnim
trigger1 = var(40) = 0
value = 220
elem = animelemno(0)
persistent = 0

[State 1220, 19]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; JB
[Statedef 1221]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1220
poweradd = 0
sprpriority = 2

[State 1221, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1221, 2]
type = VarSet
trigger1 = time = 0
var(6) = 0
persistent = 0

[State 1221, 3]
type = Gravity
trigger1 = time >= 1

[State 1221, 4]
type = PlayerPush
trigger1 = p2statetype = A
trigger1 = animelemtime(8) < 0
value = 0
ignorehitpause = 1

[State 1221, 5]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1221, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1221, 7]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1221, 8]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1221, 9]
type = VarAdd
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1221, 10]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1221, 11]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1221, 12]
type = Explod
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(9) < 0
trigger1 = (gametime%2) = 0
anim = 2043+(animelemno(0)-3)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1221, 13]
type = HitDef
trigger1 = AnimElem = 5
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,19.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -10,0
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -4.8
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.75*vel y)
ground.velocity = -4
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1221

[State 1221, 14]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 1221, 15]
type = PlaySnd
trigger1 = animelem = 3
value = s0,0

[State 1221, 16]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(40) = 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 1221, 17]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = var(6) != 0
value = 1225

[State 1221, 18]
type = ChangeAnim
trigger1 = var(40) = 0
value = 220
elem = animelemno(0)
persistent = 0

[State 1221, 19]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; JC
[Statedef 1222]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1222
poweradd = 0
sprpriority = 2

[State 1222, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1222, 2]
type = VarSet
trigger1 = time = 0
var(6) = 0
persistent = 0

[State 1222, 3]
type = Gravity
trigger1 = time >= 1

[State 1222, 4]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1222, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1222, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1222, 7]
type = StateTypeSet
trigger1 = animelemtime(4) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1222, 8]
type = VarAdd
trigger1 = movehit = 1
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1222, 9]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1222, 10]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1222, 11]
type = PlayerPush
trigger1 = p2statetype = A
trigger1 = animelemtime(10) < 0
value = 0
ignorehitpause = 1

[State 1222, 12]
type = HitDef
trigger1 = AnimElem = 3
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,4.0,10.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -10,0
sparkno = s10011
guard.sparkno = s10102
hitsound = s3,0+random%6
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -5
guard.cornerpush.veloff = ifelse(vel y <= 0,0,-0.5*vel y)
ground.velocity = -4
ground.cornerpush.veloff = ifelse(vel y <= 0,0,-0.6*vel y)
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1222

[State 1222, 13]
type = PlaySnd
trigger1 = animelem = 2
value = s20,0+random%6
channel = 0

[State 1222, 14]
type = PlaySnd
trigger1 = animelem = 2
value = s0,2

[State 1222, 15]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(40) = 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 1222, 16]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
trigger1 = var(6) != 0
value = 1225

[State 1222, 17]
type = ChangeAnim
trigger1 = var(40) = 0
value = 222
elem = animelemno(0)
persistent = 0

[State 1222, 18]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; 焦脚・降炎
[Statedef 1223]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1223
poweradd = 0
sprpriority = 2

[State 1223, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1223, 2]
type = AfterImage
trigger1 = time = 0
time = -1
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 1223, 3]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77004
ignorehitpause = 1

[State 1223, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1223, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1223, 6]
type = VarAdd
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1223, 7]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1223, 8]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1223, 9]
type = PosSet
trigger1 = time = 0
trigger1 = pos Y >= -30
y = -30

[State 1223, 10]
type = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 1223, 11]
type = VelSet
trigger1 = animelem = 3
x = 3
y = 7

[State 1223, 12]
type = VelAdd
trigger1 = animelemtime(3) >= 0
x = 0.4375
y = 0.4375

[State 1223, 13]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = time = [8,17]
anim = 2049+(time-8)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1223, 14]
type = HitDef
trigger1 = AnimElem = 3
attr = A,NA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,21.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(40)!=0,8.0,21.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,1.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 7,7
guard.pausetime = 7,7
sparkxy = -10,0
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -5
ground.velocity = -6
ground.cornerpush.veloff = -6
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 30
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 1223

[State 1223, 15]
type = PlayerPush
trigger1 = p2statetype = A
value = 0
ignorehitpause = 1

[State 1223, 16]
type = PlaySnd
trigger1 = animelem = 2
value = s21,0+random%6
channel = 0

[State 1223, 17]
type = PlaySnd
trigger1 = animelem = 2
value = s30,6

[State 1223, 18]
type = ChangeState
trigger1 = pos y >= -30
trigger1 = vel y > 0
trigger1 = var(40) = 0
trigger1 = var(6) = 510
trigger1 = var(5) > 0
value = 510

[State 1223, 19]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -10
value = 224+var(40)

;---------------------------------------------------------------------------
; 着地
[Statedef 1224]
type    = S
movetype= I
physics = N
velset = 3,0
ctrl = 1
anim = 1224
sprpriority = 1

[State 1224, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1224, 2]
type = VelAdd
trigger1 = vel x >= 0
x = -0.375

[State 1224, 3]
type = VelSet
trigger1 = vel x <= 0
x = 0

[State 1224, 4]
type = PosSet
trigger1 = 1
y = 0

[State 1224, 5]
type = PlaySnd
trigger1 = time = 0
value = s6,1

[State 1224, 6]
type = Explod
trigger1 = time = 0
anim = 10103
pos = 45,0
ownpal = 1
sprpriority = 3

[State 1224, 7]
type = Explod
trigger1 = time = 0
anim = 10104
pos = -5,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 1224, 8]
type = AfterImageTime
trigger1 = time >= 10
time = 0

[State 1224, 9]
type = ChangeState
trigger1 = time = 0
trigger1 = var(6) != 0
value = var(6)

[State 1224, 10]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 着地先行入力
[Statedef 1225]
type    = S
physics = N
ctrl = 0
anim = 47
velset = 0,0

[State 1225, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1225, 2]
type = Turn
trigger1 = p2dist x < 0

[State 1225, 3]
type = PosSet
trigger1 = 1
y = 0

[State 1225, 4]
type = PlaySnd
trigger1 = time = 0
value = s6,1

[State 1225, 5]
type = Explod
trigger1 = time = 0
anim = 10103
pos = 25,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 1225, 6]
type = Explod
trigger1 = time = 0
anim = 10104
pos = -25,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 1225, 7]
type = ChangeState
trigger1 = time = 0
trigger1 = var(6) != 0
value = var(6)

;---------------------------------------------------------------------------
; 弾き追加攻撃
[Statedef 1715]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 712
poweradd = 0
sprpriority = 2

[State 1715, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1715, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 1715, 3]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4

[State 1715, 4]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 7
x = 8

[State 1715, 5]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 12

[State 1715, 6]
type = PosAdd
trigger1 = animelem = 6
x = 16

[State 1715, 7]
type = PosAdd
trigger1 = animelem = 12
x = -12

[State 1715, 8]
type = PosAdd
trigger1 = animelem = 13
trigger2 = animtime = 0
x = -16

[State 1715, 9]
type = PosAdd
trigger1 = animelem = 14
x = -20

[State 1715, 10]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1715, 11]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1715, 12]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59100,59210]) && target,stateno != 88210 && HitPauseTime <= 1
value = 77001-var(50)
persistent = 0
ignorehitpause = 1

[State 1715, 13]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1715, 14]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1715, 15]
type = VarAdd
trigger1 = movehit = 1
var(41) = -8
persistent = 0
ignorehitpause = 1

[State 1715, 16]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1715, 17]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(11) < 0
anim = 2024+(animelemno(0)-5)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1715, 18]
type = HitDef
trigger1 = AnimElem = 6
trigger1 = enemy,stateno != 88210
attr = S,NA
animtype = Mid
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,8.0,16.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(0.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 15,15
guard.pausetime = 15,15
sparkxy = -20,-80
sparkno = s10010
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = -9
ground.velocity = -3.25,-11.5
ground.cornerpush.veloff = -15
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -3.25,-11.5
guard.kill = 0
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1715

[State 1715, 19]
type = PlaySnd
trigger1 = animelem = 3
value = s21,0+random%6
channel = 0

[State 1715, 20]
type = PlaySnd
trigger1 = animelem = 5
value = s0,0

[State 1715, 21]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 乱舞奥義必殺技
;---------------------------------------------------------------------------
; 愚者の嘆き
[Statedef 1236]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 235
sprpriority = 2

[State 1236, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1236, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 1236, 3];投げ入力
type = HitDef
trigger1 = time = 0
trigger1 = p2bodydist x <= 29
trigger1 = p2stateno != [150,159]
attr = S,ST
hitflag = M
sparkno = -1
guard.sparkno = -1
hitonce = 0
numhits = 0
hitsound = -1
guardsound = -1
p1stateno = 1237
p2stateno = 238
p1facing = 1
p2facing = 1
fall = 1
fall.recover = 0
id = 1230

[State 1236, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 愚者の嘆き（投げ実行）
[Statedef 1237]
type    = S
movetype= A
physics = N
anim = 236
velset = 0,0
poweradd = 0
sprpriority = 2

[State 1237, 1]
type = Width
trigger1 = 1
value = 80,20
ignorehitpause = 1

[State 1237, 2]
type = PlaySnd
trigger1 = animelem = 6
value = s0,0

[State 1237, 3]
type = PlaySnd
trigger1 = animelem = 7
value = s1,0+random%12

[State 1237, 4]
type = PlaySnd
trigger1 = animelem = 8
value = s24,0
channel = 0

[State 1237, 5]
type = PlaySnd
trigger1 = animelem = 8
value = s30,0

[State 1237, 6]
type = PlaySnd
trigger1 = animelem = 8
value = s30,3

[State 1237, 7]
type = Explod
trigger1 = animelem = 7
anim = 10009
pos = 70,-118
ownpal = 1
ontop = 1
ignorehitpause = 1

[State 1237, 8]
type = Explod
trigger1 = animelem = 7
anim = 238
pos = 0,0
bindtime = -1
ownpal = 1
sprpriority = 0
ignorehitpause = 1

[State 1237, 9]
type = Explod
trigger1 = animelem = 8
anim = 2530
id = 2530
pos = 0,0
bindtime = 1
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1237, 10]
type = Explod
trigger1 = animelemtime(8) = 3
anim = 2531
pos = 48,-172
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 1237, 11]
type = Explod
trigger1 = animelemtime(8) = 3
anim = 2531
pos = 80,-125
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 1237, 12]
type = EnvShake
trigger1 = animelem = 8
time = 10
freq = 120
ampl = 6
phase = -1

[State 1237, 13]
type = VelSet
trigger1 = numtarget
trigger1 = target(1230),backedgedist < 5
trigger1 = animelem = 9
x = -3

[State 1237, 14]
type = VelMul
trigger1 = animelemtime(9) >= 0
x = 0.9

[State 1237, 15]
type = VelSet
trigger1 = vel x > -1.0
x = 0

[State 1237, 16]
type = TargetState
trigger1 = time = 0
value = 238
id = 1230

[State 1237, 17]
type = TargetBind
trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0
pos = 60,0
id = 1230

[State 1237, 18]
type = TargetBind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 75,0
id = 1230

[State 1237, 19]
type = TargetBind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 88,-101
id = 1230

[State 1237, 20]
type = TargetBind
trigger1 = animelemtime(5) >= 0 && animelemtime(7) < 0
pos = 71,-134
id = 1230

[State 1237, 21]
type = TargetBind
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = 80,-150
id = 1230

[State 1237, 22]
type = TargetBind
trigger1 = animelem = 8
pos = 75,-75
id = 1230

[State 1237, 23]
type = Explod
trigger1 = animelem = 8
anim = 4000
id = 4001
postype = p2
facing = -1
pos = -5,-20
ownpal = 1
bindtime = -1
removetime = -1
sprpriority = 3
ignorehitpause = 1
pausemovetime = 123456789
supermovetime = 123456789

[State 1237, 24]
type = VarAdd
trigger1 = time = 0
var(2) = -1

[State 1237, 25]
type = VarAdd
trigger1 = animelemtime(8) = 1
var(2) = 1

[State 1237, 26]
type = VarAdd
trigger1 = animelem = 1
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1237, 27]
type = VarAdd
trigger1 = animelem = 7
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1237, 28]
type = VarAdd
trigger1 = animelem = 8
var(41) = -12
persistent = 0
ignorehitpause = 1

[State 1237, 29]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -1
id = 1230
kill = 0

[State 1237, 30]
type = TargetLifeAdd
trigger1 = animelem = 7
value = ceil(floor(floor(ifelse(var(40)!=0,3.0,7.0)*fvar(10))*fvar(11)*3.90625)*Const(data.attack)*-0.01)
id = 1230
kill = 0

[State 1237, 31]
type = TargetLifeAdd
trigger1 = animelem = 8
value = ceil(floor(floor(ifelse(var(40)!=0,13.0,26.0)*fvar(10))*fvar(11)*3.90625)*Const(data.attack)*-0.01)
id = 1230
kill = 1

[State 1237, 32]
type = PowerAdd
trigger1 = animelem = 7
value = ceil(ifelse(var(40)!=0,0.0*fvar(15)*fvar(17),3.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 1237, 33]
type = PowerAdd
trigger1 = animelem = 8
value = ceil(ifelse(var(40)!=0,0.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 1237, 34]
type = ChangeState
trigger1 = var(6) != 0
trigger1 = stateno = 1237 && animelemtime(8) = 13
value = var(6)

[State 1237, 35]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 地獄の劫火（弱）
[Statedef 1240]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1240
poweradd = 0
sprpriority = 2

[State 1240, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1240, 2]
type = AfterImage
trigger1 = time = 0
time = -1
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 1240, 3]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4

[State 1240, 4]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 8

[State 1240, 5]
type = PosAdd
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
x = 12

[State 1240, 6]
type = PosAdd
trigger1 = animelem = 11
trigger2 = animelem = 12
x = -12

[State 1240, 7]
type = PosAdd
trigger1 = animelem = 13
trigger2 = animtime = 0
x = -8

[State 1240, 8]
type = Width
trigger1 = p2statetype != A
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(11) < 0
player = 20,0
ignorehitpause = 1

[State 1240, 9]
type = PlaySnd
trigger1 = animelem = 3
value = s24,1
channel = 0

[State 1240, 10]
type = PlaySnd
trigger1 = animelem = 5
value = s30,1

[State 1240, 11]
type = StateTypeSet
trigger1 = animelemtime(8) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1240, 12]
type = Helper
trigger1 = animelem = 5
stateno = 1245
id = 240
name = "jigoku_light"
ownpal = 1

[State 1240, 13]
type = AfterImageTime
trigger1 = animelemtime(10) >= 0
time = 0

[State 1240, 14]
type = ChangeAnim
trigger1 = var(40) = 0
value = 240
elem = animelemno(0)
persistent = 0

[State 1240, 15]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 地獄の劫火（弱炎）
[Statedef 1245]
type    = A
movetype= A
physics = N
velset = 4,0
ctrl = 0
sprpriority = 4

[State 1245, 1]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77005
ignorehitpause = 1

[State 1245, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1245, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1245, 4]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 1245, 5]
type = SprPriority
trigger1 = 1
value = 4

[State 1245, 6]
type = ChangeAnim
trigger1 = anim != 242
trigger1 = time = 0
value = 242

[State 1245, 7]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1245, 8]
type = AssertSpecial
trigger1 = (gametime%2) = 0
trigger2 = facing = 1 && screenpos x >= 265
trigger3 = facing = -1 && screenpos x <= 55
flag = invisible
ignorehitpause = 1

[State 1245, 9]
type = Explod
trigger1 = movehit = 1
trigger1 = animelemtime(7) < 0
trigger1 = p2movetype = H
anim = 10013
postype = p2
pos = 0,-20
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1245, 10]
type = Explod
trigger1 = movehit = 1
trigger1 = animelemtime(7) >= 0
trigger1 = p2movetype = H
anim = 10013
postype = p2
pos = 0,Const(size.mid.pos.y)
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1245, 11]
type = ParentVarAdd
trigger1 = movehit = 1
trigger1 = animelemtime(3) < 0
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1245, 12]
type = ParentVarAdd
trigger1 = movehit = 1
trigger1 = animelemtime(3) >= 0
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1245, 13]
type = ParentVarAdd
trigger1 = movehit = 1
trigger1 = animelemtime(3) < 0
var(41) = -4
persistent = 0
ignorehitpause = 1

[State 1245, 14]
type = ParentVarAdd
trigger1 = movehit = 1
trigger1 = animelemtime(3) >= 0
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1245, 15]
type = ParentVarAdd
trigger1 = moveguarded = 1
trigger1 = animelemtime(3) < 0
var(41) = -2
persistent = 0
ignorehitpause = 1

[State 1245, 16]
type = ParentVarAdd
trigger1 = moveguarded = 1
trigger1 = animelemtime(3) >= 0
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1245, 17]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1245
time = -1
ignorehitpause = 1

[State 1245, 18]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 1245, 19]
type = VelSet
trigger1 = animelem = 9
x = 2.0

[State 1245, 20]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MA
damage = ceil(floor(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(40)!=0,0,5.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(40)!=0,0,2.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,3
guard.pausetime = 0,3
priority = 1,miss
sparkxy = -20,-20
sparkno = -1
guard.sparkno = s10101
hitsound = s30,0
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3.75,-12.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.75,-12.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 240

[State 1245, 21]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(40)!=0,0,5.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(40)!=0,0,2.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,3
guard.pausetime = 0,3
priority = 1,miss
sparkxy = -20,-20
sparkno = -1
guard.sparkno = s10101
hitsound = s30,0
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3.75,-12.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.75,-12.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
nochainid = ifelse(movehit&&parent,var(40)=0,240,-1)

[State 1245, 22]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 地獄の劫火（強）
[Statedef 1241]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1241
poweradd = 0
sprpriority = 2

[State 1241, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1241, 2]
type = AfterImage
trigger1 = animelemtime(15) = 0
time = -1
palcolor = 256
palbright = 0,0,64
palcontrast = 162,162,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 1241, 3]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77000
ignorehitpause = 1

[State 1241, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1241, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1241, 6]
type = StateTypeSet
trigger1 = animelemtime(21) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1241, 7]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1241, 8]
type = VarAdd
trigger1 = movehit = 1
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1246, 9]
type = VarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1241, 10]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(14) < 0
anim = 2059+(animelemno(0)-7)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 1241, 11]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 10
trigger4 = animelem = 11
x = 4

[State 1241, 12]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 20
x = 8

[State 1241, 13]
type = PosAdd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 16
trigger4 = animelem = 17
trigger5 = animelem = 19
x = 12

[State 1241, 14]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 18
x = 16

[State 1241, 15]
type = PosAdd
trigger1 = animelem = 25
x = -20

[State 1241, 16]
type = PosAdd
trigger1 = animelem = 26
x = -24

[State 1241, 17]
type = Width
trigger1 = animelemtime(7) >= 0
player = 20,20
ignorehitpause = 1

[State 1241, 18]
type = HitDef
trigger1 = AnimElem = 9
attr = S,SA
animtype = Hard
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,9.0,14.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(40)!=0,9.0,14.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,5.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,2.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 13,13
guard.pausetime = 13,13
sparkxy = -30,-35
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,6+random%6
guardsound = s5,0+random%2
ground.type = low
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = -7.5
ground.velocity = -6
ground.cornerpush.veloff = -9
air.hittime = 120
air.velocity = -3.25,-11.5
airguard.velocity = -4.5,-4.5
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1241

[State 1241, 19]
type = PlaySnd
trigger1 = animelem = 4
value = s24,1
channel = 0

[State 1241, 20]
type = PlaySnd
trigger1 = animelem = 5
value = s30,1

[State 1241, 21]
type = PlaySnd
trigger1 = animelem = 18
value = s0,0

[State 1241, 22]
type = Helper
trigger1 = animelem = 18
stateno = 1246
id = 240
name = "jigoku_hard"
ownpal = 1

[State 1241, 23]
type = AfterImageTime
trigger1 = animelemtime(23) >= 2
time = 0

[State 1241, 24]
type = ChangeAnim
trigger1 = var(40) = 0
value = 241
elem = animelemno(0)
persistent = 0

[State 1241, 25]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 地獄の劫火（強炎）
[Statedef 1246]
type    = A
movetype= A
physics = N
velset = 4,0
ctrl = 0
sprpriority = 4

[State 1246, 1]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77005
persistent = 0
ignorehitpause = 1

[State 1246, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1246, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1246, 4]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 1246, 5]
type = SprPriority
trigger1 = 1
value = 4

[State 1246, 6]
type = ChangeAnim
trigger1 = anim != 242
trigger1 = time = 0
value = 242

[State 1246, 7]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1246, 8]
type = AssertSpecial
trigger1 = (gametime%2) = 0
trigger2 = facing = 1 && screenpos x >= 265
trigger3 = facing = -1 && screenpos x <= 55
flag = invisible
ignorehitpause = 1

[State 1246, 11]
type = Explod
trigger1 = movehit = 1
trigger1 = animelemtime(7) < 0
trigger1 = p2movetype = H
anim = 10013
postype = p2
pos = 0,-20
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1246, 12]
type = Explod
trigger1 = movehit = 1
trigger1 = animelemtime(7) >= 0
trigger1 = p2movetype = H
anim = 10013
postype = p2
pos = 0,Const(size.mid.pos.y)
facing = -1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1246, 13]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1246, 14]
type = ParentVarAdd
trigger1 = movehit = 1
var(41) = -5
persistent = 0
ignorehitpause = 1

[State 1246, 15]
type = ParentVarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1246, 16]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1246
time = -1
ignorehitpause = 1

[State 1246, 17]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 1246, 18]
type = VelSet
trigger1 = animelem = 9
x = 2.0

[State 1246, 19]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MA
damage = ceil(floor(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(40)!=0,0,5.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(40)!=0,0,2.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,3
guard.pausetime = 0,3
priority = 1,miss
sparkxy = -20,-20
sparkno = -1
guard.sparkno = s10101
hitsound = s30,0
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3.75,-12.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.75,-12.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 240

[State 1246, 20]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(40)!=0,18.0,26.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(40)!=0,0,5.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(40)!=0,0,2.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,3
guard.pausetime = 0,3
priority = 1,miss
sparkxy = -20,-20
sparkno = -1
guard.sparkno = s10101
hitsound = s30,0
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3.75,-12.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.75,-12.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
nochainid = 240

[State 1246, 20]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 黄泉への翼（弱）
[Statedef 1250]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1250
sprpriority = 2

[State 1250, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1250, 3]
type = NotHitBy
trigger1 = animelemtime(7) < 0
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 1250, 4]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77004
ignorehitpause = 1

[State 1250, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1250, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1250, 7]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1250, 8]
type = Explod
trigger1 = animelem = 7
anim = 2550
id = 2550
vel = 1,-1
bindtime = 1
ownpal = 1
sprpriority = 3

[State 1250, 9]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 10

[State 1250, 10]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A

[State 1250, 11]
type = VelSet
trigger1 = animelem = 7
x = 3
y = -4.25

[State 1250, 12]
type = VelAdd
trigger1 = animelemtime(7) > 0
trigger1 = animelemtime(12) < 0
y = 0.49

[State 1250, 13]
type = PosSet
trigger1 = animelem = 12
y = 0

[State 1250, 14]
type = StateTypeSet
trigger1 = animelem = 12
statetype = S

[State 1250, 15]
type = VelSet
trigger1 = animelem = 12
x = 0
y = 0

[State 1250, 16]
type = Explod
trigger1 = animelem = 12
anim = 10103
pos = 25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 1250, 17]
type = Explod
trigger1 = animelem = 12
anim = 10104
pos = -25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 1250, 18]
type = VarAdd
trigger1 = movehit = 1 && hitcount = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1250, 19]
type = VarAdd
trigger1 = movehit = 1 && hitcount = 2
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1250, 20]
type = VarAdd
trigger1 = movecontact = 1 && hitcount = 1
var(41) = -1
persistent = 0
ignorehitpause = 1

[State 1250, 21]
type = VarAdd
trigger1 = movehit = 1 && hitcount = 2
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1250, 22]
type = VarAdd
trigger1 = moveguarded = 1 && hitcount = 2
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1250, 23]
type = HitDef
trigger1 = animelem = 7
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,12.0,16.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(40)!=0,12.0,16.0)*fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 7,7
guard.pausetime = 7,7
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3,-12
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3,-12
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 1250

[State 1250, 24]
type = HitDef
trigger1 = animelem = 8
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,10.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(40)!=0,10.0,17.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,6.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 11,11
guard.pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3,-12
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3,-12
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 1250

[State 1250, 25]
type = PlaySnd
trigger1 = animelem = 7
value = s24,3
channel = 0

[State 1250, 26]
type = PlaySnd
trigger1 = animelem = 7
value = s30,2

[State 1250, 27]
type = PlaySnd
trigger1 = animelem = 14
value = s6,1

[State 1250, 28]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 黄泉への翼（強）
[Statedef 1251]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1251
sprpriority = 2

[State 1251, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1251, 2]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 1251, 3]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77004
ignorehitpause = 1

[State 1251, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1251, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1251, 6]
type = StateTypeSet
trigger1 = animelemtime(14) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1251, 7]
type = Explod
trigger1 = animelem = 7
anim = 2550
id = 2550
vel = 1,-1
bindtime = 1
ownpal = 1
sprpriority = 3

[State 1251, 8]
type = Explod
trigger1 = animelem = 12
anim = 2550
id = 2550
vel = 1,-1
bindtime = 1
ownpal = 1
sprpriority = 4

[State 1251, 9]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 13

[State 1251, 10]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A

[State 1251, 11]
type = VelSet
trigger1 = animelem = 7
x = 2
y = -7.75

[State 1251, 12]
type = VelAdd
trigger1 = animelemtime(7) > 0
trigger1 = animelemtime(18) < 0
y = 0.45

[State 1251, 13]
type = PosSet
trigger1 = animelem = 18
y = 0

[State 1251, 14]
type = StateTypeSet
trigger1 = animelem = 18
statetype = S

[State 1251, 15]
type = VelSet
trigger1 = animelem = 18
x = 0
y = 0

[State 1251, 16]
type = Explod
trigger1 = animelem = 18
anim = 10103
pos = 25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 1251, 17]
type = Explod
trigger1 = animelem = 18
anim = 10104
pos = -25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 1251, 18]
type = VarAdd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 0
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1251, 19]
type = VarAdd
trigger1 = animelemtime(7) >= 0
trigger1 = movehit = 1
var(2) = 1
persistent = 5
ignorehitpause = 1

[State 1251, 20]
type = VarAdd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 0
trigger1 = movecontact = 1
var(41) = -1
persistent = 0
ignorehitpause = 1

[State 1251, 21]
type = VarAdd
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(13) < 0
trigger1 = movecontact = 1
var(41) = -1
persistent = 5
ignorehitpause = 1

[State 1251, 22]
type = VarAdd
trigger1 = animelemtime(14) >= 0
trigger1 = movehit = 1
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1251, 23]
type = VarAdd
trigger1 = animelemtime(14) >= 0
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1251, 24]
type = HitDef
trigger1 = animelem = 5
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(40)!=0,9.0,14.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(40)!=0,9.0,14.0)*fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 11,11
guard.pausetime = 11,11
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -2.5,-12.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -2.5,-12.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 251

[State 1251, 25]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(5.0*fvar(10))*fvar(11)*3.90625),ceil(ceil(5.0*fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -1.75,-9
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -1.75,-9
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 251

[State 1251, 26]
type = HitDef
trigger1 = animelem = 13
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(5.0*fvar(10))*fvar(11)*3.90625),ceil(ceil(5.0*fvar(16))*3.92)
getpower = ceil(ifelse(var(40)!=0,0,6.0*fvar(15)*fvar(17))),ceil(ifelse(var(40)!=0,0,3.0*fvar(15)*fvar(17)))
givepower = 0,0
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3,-12
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3,-12
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 36
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 251

[State 1251, 27]
type = PlaySnd
trigger1 = animelem = 7
value = s24,3
channel = 0

[State 1251, 28]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 12
value = s30,2

[State 1251, 29]
type = PlaySnd
trigger1 = animelem = 19
value = s6,1

[State 1251, 30]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 冥府への導き（弱）
[Statedef 1260]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1260
poweradd = 0
sprpriority = 2

[State 1260, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1260, 2]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1260, 3]
type = Explod
trigger1 = animelem = 3
anim = 2560
id = 2560
pos = 0,0
ownpal = 1
sprpriority = 3

[State 1260, 4]
type = PlaySnd
trigger1 = animelem = 8
value = s24,4
channel = 0

[State 1260, 5]
type = PlaySnd
trigger1 = animelem = 8
value = s30,4

[State 1260, 6]
type = EnvShake
trigger1 = animelem = 8
time = 6
freq = 80
ampl = 3
phase = -1

[State 1260, 7]
type = Helper
trigger1 = animelem = 8
stateno = 1265
id = 1260
name = "geyser_light"
pos = 58,0
ownpal = 1

[State 1260, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 冥府への導き（強）
[Statedef 1261]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1261
poweradd = 0
sprpriority = 2

[State 1261, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1261, 2]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1261, 3]
type = Explod
trigger1 = animelem = 3
anim = 2560
id = 2560
pos = 0,0
ownpal = 1
sprpriority = 3

[State 1261, 4]
type = ChangeAnim
trigger1 = stateno = 1261 && animelemtime(6) = 0
trigger1 = time = [0,199]
trigger1 = command = "hb"
value = 1261
elem = 3

[State 1261, 5]
type = ChangeAnim
trigger1 = stateno = 1261 && animelemtime(6) < 0
trigger1 = time > 20
trigger1 = command != "hb"
trigger2 = time = 200
trigger2 = command = "hb"
value = 261+var(40)
elem = 6

[State 1261, 6]
type = PlaySnd
trigger1 = animelem = 8
value = s24,4
channel = 0

[State 1261, 7]
type = PlaySnd
trigger1 = animelem = 8
value = s30,4

[State 1261, 8]
type = EnvShake
trigger1 = animelem = 8
time = 6
freq = 80
ampl = 3
phase = -1

[State 1261, 9]
type = Helper
trigger1 = animelem = 8
stateno = 1265
id = 1261
name = "geyser_hard"
pos = 90,0
ownpal = 1

[State 1261, 10]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 冥府への導き（火柱ゲイザー）
[Statedef 1265]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 4

[State 1265, 1]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77006
persistent = 0
ignorehitpause = 1

[State 1265, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1265, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1265, 4]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 1265, 5]
type = SprPriority
trigger1 = 1
value = 4

[State 1265, 6]
type = ChangeAnim
trigger1 = anim != 262
trigger1 = time = 0
value = 262

[State 1265, 7]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1265, 8]
type = AssertSpecial
trigger1 = (gametime%2) = 0
trigger2 = facing = 1 && screenpos x >= 265
trigger3 = facing = -1 && screenpos x <= 55
flag = invisible
ignorehitpause = 1

[State 1265, 9]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1265, 10]
type = ParentVarAdd
trigger1 = movehit = 1
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1265, 11]
type = ParentVarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1265, 12]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1265
time = -1
ignorehitpause = 1

[State 1265, 13]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 1265, 14]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X <= 60
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(40)!=0,9.0,16.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(40)!=0,9.0,16.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(40)!=0,0,6.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(40)!=0,0,3.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,4
guard.pausetime = 0,4
priority = 1,miss
sparkxy = -20,-90
sparkno = s10002
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3.25,-11.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.25,-11.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1260

[State 1265, 15]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X > 60
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(40)!=0,9.0,14.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(40)!=0,9.0,14.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(40)!=0,0,6.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(40)!=0,0,3.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,4
guard.pausetime = 0,4
priority = 1,miss
sparkxy = -20,-90
sparkno = s10002
guard.sparkno = s10101
hitsound = s1,0+random%6
guardsound = s5,0+random%2
ground.type = high
ground.slidetime = 27
ground.hittime = 27
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -3.25,-11.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.25,-11.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1260

[State 1265, 16]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 欺瞞の鏡
[Statedef 1270]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1270
poweradd = 0
sprpriority = 2

[State 1270, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1270, 2]
type = PowerAdd
trigger1 = time = 0
value = ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),4.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 1270, 3]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 1270, 4]
type = VelSet
trigger1 = animelem = 3
x = 1

[State 1270, 5]
type = VelSet
trigger1 = time > 14
x = 0

[State 1270, 6]
type = PlaySnd
trigger1 = animelem = 2
value = s24,5
channel = 0

[State 1270, 7]
type = PlaySnd
trigger1 = animelem = 2
value = s30,5

[State 1270, 8]
type = Explod
trigger1 = animelem = 3
anim = 2571
id = 2571
pos = 0,0
vel = 2,0
bindtime = 1
ownpal = 1
sprpriority = 3

[State 1270, 9]
type = Helper
trigger1 = animelem = 3
stateno = 1275
id = 1270
name = "giman no kagami"
pos = 0,5
ownpal = 1

[State 1270, 10]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 欺瞞の鏡（反射攻撃）
[Statedef 1275]
type    = A
movetype= A
physics = N
velset = 2,0
ctrl = 0
anim = 1271
sprpriority = 2

[State 1275, 1]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AA,AT,HP
ignorehitpause = 1

[State 1275, 2]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,NP,SP
slot = 0
stateno = 276

[State 1275, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1275, 4]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77006
persistent = 0
ignorehitpause = 1

[State 1275, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 1275, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 1275, 7]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 1275, 8]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1275, 9]
type = ParentVarAdd
trigger1 = movehit = 1
var(41) = -6
persistent = 0
ignorehitpause = 1

[State 1275, 10]
type = ParentVarAdd
trigger1 = moveguarded = 1
var(41) = -3
persistent = 0
ignorehitpause = 1

[State 1275, 11]
type = HitDef
trigger1 = AnimElem = 1
attr = A,SP
animtype = Hard
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(40)!=0,8.0,14.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(40)!=0,8.0,14.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(40)!=0,0,6.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(40)!=0,0,3.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,3
guard.pausetime = 0,3
sparkxy = -20,-90
sparkno = -1
guard.sparkno = -1
hitsound = s3,0+random%6
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 13
guard.ctrltime = 13
guard.velocity = -5
guard.cornerpush.veloff = 0
ground.velocity = -6,0
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.25,-11.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.75
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 1270

[State 1275, 14]
type = DestroySelf
trigger1 = animtime = 0
