;---------------------------------------------------------------------------
; 奥義技
;---------------------------------------------------------------------------
; 愚者の嘆き
[Statedef 236]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 235
sprpriority = 2

[State 236, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 236, 2]
type = AttackDist
trigger1 = 1
value = 0

[State 236, 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 = 237
p2stateno = 238
p1facing = 1
p2facing = 1
fall = 1
fall.recover = 0
id = 230

[State 236, 4]
type = VelSet
trigger1 = time = 0
trigger1 = numtarget(230) > 0
trigger1 = target(230),backedgedist < 10
trigger1 = var(6) != 0
trigger1 = prevstateno = 237
x = -3

[State 236, 5]
type = VelMul
trigger1 = vel x < 0
x = 0.9

[State 236, 6]
type = VelSet
trigger1 = time > 0
trigger1 = vel x > -1.0
x = 0

[State 236, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 愚者の嘆き（投げ実行）
[Statedef 237]
type    = S
movetype= A
physics = N
anim = 236
velset = 0,0
poweradd = 0
sprpriority = 2

[State 237, 1]
type = Width
trigger1 = 1
value = 80,20
ignorehitpause = 1

[State 237, 2]
type = PlaySnd
trigger1 = animelem = 6
value = s0,0

[State 237, 3]
type = PlaySnd
trigger1 = animelem = 7
value = s1,0+random%12

[State 237, 4]
type = PlaySnd
trigger1 = animelem = 8
value = s24,0
channel = 0

[State 237, 5]
type = PlaySnd
trigger1 = animelem = 8
value = s30,0

[State 237, 6]
type = PlaySnd
trigger1 = animelem = 8
value = s30,3

[State 237, 7]
type = Explod
trigger1 = animelem = 7
anim = 10009
pos = 70,-118
ownpal = 1
ontop = 1
ignorehitpause = 1

[State 237, 8]
type = Explod
trigger1 = animelem = 7
anim = 238
pos = 0,0
bindtime = -1
ownpal = 1
sprpriority = 0
ignorehitpause = 1

[State 237, 9]
type = Explod
trigger1 = animelem = 8
anim = 2530
id = 2530
pos = 0,0
bindtime = 1
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 237, 10]
type = Explod
trigger1 = animelemtime(8) = 3
anim = 2531
pos = 48,-172
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 237, 11]
type = Explod
trigger1 = animelemtime(8) = 3
anim = 2531
pos = 80,-125
ownpal = 1
sprpriority = 4
ignorehitpause = 1

[State 237, 12]
type = EnvShake
trigger1 = animelem = 8
time = 10
freq = 120
ampl = 6
phase = -1

[State 237, 13]
type = VelSet
trigger1 = numtarget
trigger1 = target(230),backedgedist < 10
trigger1 = animelemtime(8) = 13
x = -3

[State 237, 14]
type = VelMul
trigger1 = animelemtime(8) >= 13
x = 0.9

[State 237, 15]
type = VelSet
trigger1 = vel x > -1.0
x = 0

[State 237, 16]
type = TargetState
trigger1 = time = 0
value = 238
id = 230

[State 237, 17]
type = TargetBind
trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0
pos = 60,0
id = 230

[State 237, 18]
type = TargetBind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 75,0
id = 230

[State 237, 19]
type = TargetBind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 88,-101
id = 230

[State 237, 20]
type = TargetBind
trigger1 = animelemtime(5) >= 0 && animelemtime(7) < 0
pos = 71,-134
id = 230

[State 237, 21]
type = TargetBind
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = 80,-150
id = 230

[State 237, 22]
type = TargetBind
trigger1 = animelem = 8
pos = 75,-75
id = 230

[State 237, 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 237, 24]
type = VarAdd
trigger1 = time = 0
var(2) = -1

[State 237, 25]
type = VarAdd
trigger1 = animelemtime(8) = 1
var(2) = 1

[State 237, 26]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -1
id = 230
kill = 0

[State 237, 27]
type = TargetLifeAdd
trigger1 = animelem = 7
value = ceil(floor(floor(ifelse(var(50)!=0,7.0,7.0)*fvar(10))*fvar(11)*3.90625)*Const(data.attack)*-0.01)
id = 230
kill = 0

[State 237, 28]
type = TargetLifeAdd
trigger1 = animelem = 8
value = ceil(floor(floor(ifelse(var(50)!=0,26.0,30.0)*fvar(10))*fvar(11)*3.90625)*Const(data.attack)*-0.01)
id = 230
kill = 1

[State 237, 29]
type = PowerAdd
trigger1 = animelem = 7
value = ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 237, 30]
type = PowerAdd
trigger1 = animelem = 8
value = ceil(ifelse(var(50)!=0,10.0*fvar(15)*fvar(17),20.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 237, 31]
type = ChangeState
trigger1 = var(6) != 0
trigger1 = stateno = 237 && animelemtime(8) = 13
value = var(6)

[State 237, 32]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 地獄の劫火（弱）
[Statedef 240]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 240
poweradd = 0
sprpriority = 2

[State 240, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 240, 2]
type = PowerAdd
trigger1 = time = 0
value = ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),2.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 240, 3]
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 240, 4]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 4

[State 240, 5]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 8

[State 240, 6]
type = PosAdd
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
x = 12

[State 240, 7]
type = PosAdd
trigger1 = animelem = 11
trigger2 = animelem = 12
x = -12

[State 240, 8]
type = PosAdd
trigger1 = animelem = 13
trigger2 = animtime = 0
x = -8

[State 240, 9]
type = Width
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(11) < 0
player = 20,0
ignorehitpause = 1

[State 240, 10]
type = PlaySnd
trigger1 = animelem = 3
value = s24,1
channel = 0

[State 240, 11]
type = PlaySnd
trigger1 = animelem = 5
value = s30,1

[State 240, 12]
type = StateTypeSet
trigger1 = animelemtime(8) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 240, 13]
type = Helper
trigger1 = animelem = 5
stateno = 245
id = 240
name = "jigoku_light"
ownpal = 1

[State 240, 14]
type = AfterImageTime
trigger1 = time >= 28
time = 0

[State 240, 14]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 地獄の劫火（弱炎）
[Statedef 245]
type    = A
movetype= A
physics = N
velset = 4,0
ctrl = 0
sprpriority = 4

[State 245, 1]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77003
persistent = 0
ignorehitpause = 1

[State 245, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 245, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 245, 4]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 245, 5]
type = SprPriority
trigger1 = 1
value = 4

[State 245, 6]
type = ChangeAnim
trigger1 = anim != 242
trigger1 = time = 0
value = 242

[State 245, 7]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 245, 8]
type = AssertSpecial
trigger1 = (gametime%2) = 0
trigger2 = facing = 1 && screenpos x >= 265
trigger3 = facing = -1 && screenpos x <= 55
flag = invisible
ignorehitpause = 1

[State 245, 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 245, 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 245, 13]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 245, 14];気絶値
type = ParentVarAdd
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 245, 15];ガクラ値
type = ParentVarAdd
trigger1 = moveguarded
var(31) = 22
persistent = 0
ignorehitpause = 1

[State 245, 16];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = parent,var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 245, 17]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 245
time = -1
ignorehitpause = 1

[State 245, 18]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 245, 19]
type = VelSet
trigger1 = animelem = 9
x = 2.0

[State 245, 20]
type = HitDef
trigger1 = animelem = 1
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MA
damage = ceil(floor(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,5.0*parent,fvar(15)*parent,fvar(17),10.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,2.0*parent,fvar(15)*parent,fvar(17),5.0*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 245, 21]
type = HitDef
trigger1 = animelem = 3
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,5.0*parent,fvar(15)*parent,fvar(17),10.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,2.0*parent,fvar(15)*parent,fvar(17),5.0*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,240,-1)

[State 245, 22]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 地獄の劫火（強）
[Statedef 241]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 241
poweradd = 0
sprpriority = 2

[State 241, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 241, 2]
type = PowerAdd
trigger1 = time = 0
value = ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),2.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 241, 3]
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 241, 4]
type = TargetState
trigger1 = teammode = single || teammode = turns
trigger1 = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 && roundstate = 2 & HitPauseTime <= 1
value = 88100
persistent = 0
ignorehitpause = 1

[State 241, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 241, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 241, 7]
type = StateTypeSet
trigger1 = animelemtime(21) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 241, 8];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = var(34) >= 1
trigger1 = var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 241, 9]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 241, 10];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 241, 11];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 32
persistent = 0
ignorehitpause = 1

[State 241, 12];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 241, 13]
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 241, 14]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 10
trigger4 = animelem = 11
x = 4

[State 241, 15]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 20
x = 8

[State 241, 16]
type = PosAdd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 16
trigger4 = animelem = 17
trigger5 = animelem = 19
x = 12

[State 241, 17]
type = PosAdd
trigger1 = animelem = 7
trigger2 = animelem = 18
x = 16

[State 241, 18]
type = PosAdd
trigger1 = animelem = 25
x = -20

[State 241, 19]
type = PosAdd
trigger1 = animelem = 26
x = -24

[State 241, 20]
type = Width
trigger1 = animelemtime(7) >= 0
player = 20,20
ignorehitpause = 1

[State 241, 21]
type = HitDef
trigger1 = animelemtime(9) >= 0
attr = S,SA
animtype = Hard
guardflag = M
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,14.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,14.0,17.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,5.0*fvar(15)*fvar(17),10.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,2.0*fvar(15)*fvar(17),5.0*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,-7.5
airguard.velocity = -4.5,-4.5
guard.kill = 0
p2facing = 1
yaccel = 0.47
id = 241
nochainid = 241

[State 241, 22]
type = PlaySnd
trigger1 = animelem = 4
value = s24,1
channel = 0

[State 241, 23]
type = PlaySnd
trigger1 = animelem = 5
value = s30,1

[State 241, 24]
type = PlaySnd
trigger1 = animelem = 18
value = s0,0

[State 241, 25]
type = Helper
trigger1 = animelem = 18
stateno = 246
id = 240
name = "jigoku_hard"
ownpal = 1

[State 241, 26]
type = AfterImageTime
trigger1 = time >= 58
time = 0

[State 241, 27]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 地獄の劫火（強炎）
[Statedef 246]
type    = A
movetype= A
physics = N
velset = 4,0
ctrl = 0
sprpriority = 4

[State 246, 1]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77003
persistent = 0
ignorehitpause = 1

[State 246, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 246, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 246, 4]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 246, 5]
type = SprPriority
trigger1 = 1
value = 4

[State 246, 6]
type = ChangeAnim
trigger1 = anim != 242
trigger1 = time = 0
value = 242

[State 246, 7]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 246, 8]
type = AssertSpecial
trigger1 = (gametime%2) = 0
trigger2 = facing = 1 && screenpos x >= 265
trigger3 = facing = -1 && screenpos x <= 55
flag = invisible
ignorehitpause = 1

[State 246, 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 246, 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 246, 13]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 246, 14];気絶値
type = ParentVarAdd
trigger1 = movehit = 1
var(33) = 24
persistent = 0
ignorehitpause = 1

[State 246, 15];ガクラ値
type = ParentVarAdd
trigger1 = moveguarded
var(31) = 22
persistent = 0
ignorehitpause = 1

[State 246, 16];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = parent,var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 246, 17]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 246
time = -1
ignorehitpause = 1

[State 246, 18]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 246, 19]
type = VelSet
trigger1 = animelem = 9
x = 2.0

[State 246, 20]
type = HitDef
trigger1 = animelem = 1
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MA
damage = ceil(floor(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,5.0*parent,fvar(15)*parent,fvar(17),10.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,2.0*parent,fvar(15)*parent,fvar(17),5.0*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 246, 21]
type = HitDef
trigger1 = animelem = 3
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,26.0,32.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,5.0*parent,fvar(15)*parent,fvar(17),10.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,2.0*parent,fvar(15)*parent,fvar(17),5.0*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 246, 21]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 黄泉への翼（弱）
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 250
sprpriority = 2

[State 250, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 250, 2]
type = PowerAdd
trigger1 = animelem = 1
value = ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),2.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 250, 3]
type = NotHitBy
trigger1 = animelemtime(7) < 0
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 250, 4]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77004
ignorehitpause = 1

[State 250, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 250, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 250, 7]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 250, 8]
type = Explod
trigger1 = animelem = 7
anim = 2550
id = 2550
vel = 1,-1
bindtime = 1
ownpal = 1
sprpriority = 3

[State 250, 9]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 10

[State 250, 10]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A

[State 250, 11]
type = VelSet
trigger1 = animelem = 7
x = 0.25
y = -8

[State 250, 12]
type = VelAdd
trigger1 = animelemtime(7) > 0
trigger1 = animelemtime(14) < 0
y = 0.49

[State 250, 13]
type = PosSet
trigger1 = animelem = 14
y = 0

[State 250, 14]
type = StateTypeSet
trigger1 = animelem = 14
statetype = S

[State 250, 15]
type = VelSet
trigger1 = animelem = 14
x = 0
y = 0

[State 250, 16]
type = Explod
trigger1 = animelem = 14
anim = 10103
pos = 25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 250, 17]
type = Explod
trigger1 = animelem = 14
anim = 10104
pos = -25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 250, 18]
type = VarAdd
trigger1 = movehit = 1 && hitcount = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 250, 19]
type = VarAdd
trigger1 = movehit = 1 && hitcount = 2
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 250, 20];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 20
persistent = 0
ignorehitpause = 1

[State 250, 21];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 20
persistent = 0
ignorehitpause = 1

[State 250, 22];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 250, 23]
type = HitDef
trigger1 = animelem = 7
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,16.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,16.0,17.0)*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 = 250

[State 250, 24]
type = HitDef
trigger1 = animelem = 8
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,17.0,21.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,17.0,21.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,6.0*fvar(15)*fvar(17),12.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*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 = 250

[State 250, 25]
type = PlaySnd
trigger1 = animelem = 7
value = s24,3
channel = 0

[State 250, 26]
type = PlaySnd
trigger1 = animelem = 7
value = s30,2

[State 250, 27]
type = PlaySnd
trigger1 = animelem = 14
value = s6,1

[State 250, 28]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 黄泉への翼（強）
[Statedef 251]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 251
sprpriority = 2

[State 251, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 251, 2]
type = PowerAdd
trigger1 = animelem = 1
value = ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),2.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 251, 3]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 251, 4]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77004
ignorehitpause = 1

[State 251, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 251, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 251, 7]
type = StateTypeSet
trigger1 = animelemtime(14) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 251, 8]
type = Explod
trigger1 = animelem = 7
anim = 2550
id = 2550
vel = 1,-1
bindtime = 1
ownpal = 1
sprpriority = 3

[State 251, 9]
type = Explod
trigger1 = animelem = 12
anim = 2550
id = 2550
vel = 1,-1
bindtime = 1
ownpal = 1
sprpriority = 4

[State 251, 10]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 13

[State 251, 11]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A

[State 251, 12]
type = VelSet
trigger1 = animelem = 7
x = 1
y = -9.5

[State 251, 13]
type = VelAdd
trigger1 = animelemtime(7) > 0
trigger1 = animelemtime(19) < 0
y = 0.45

[State 251, 14]
type = PosSet
trigger1 = animelem = 19
y = 0

[State 251, 15]
type = StateTypeSet
trigger1 = animelem = 19
statetype = S

[State 251, 16]
type = VelSet
trigger1 = animelem = 19
x = 0
y = 0

[State 251, 17]
type = Explod
trigger1 = animelem = 19
anim = 10103
pos = 25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 251, 18]
type = Explod
trigger1 = animelem = 19
anim = 10104
pos = -25,5
vel = 0,0
ownpal = 1
sprpriority = 2

[State 251, 19]
type = VarAdd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 0
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 251, 20]
type = VarAdd
trigger1 = animelemtime(7) >= 0
trigger1 = movehit = 1
var(2) = 1
persistent = 5
ignorehitpause = 1

[State 251, 21];気絶値
type = VarAdd
trigger1 = movehit = 1
var(33) = 20
persistent = 0
ignorehitpause = 1

[State 251, 22];ガクラ値
type = VarAdd
trigger1 = moveguarded = 1
var(31) = 20
persistent = 0
ignorehitpause = 1

[State 251, 23];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 251, 24]
type = HitDef
trigger1 = animelem = 5
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,14.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,14.0,17.0)*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 251, 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(ifelse(var(50)!=0,5.0,7.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,5.0,7.0)*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 = 252

[State 251, 26]
type = HitDef
trigger1 = animelem = 13
attr = A,SA
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,5.0,7.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,5.0,7.0)*fvar(16))*3.92)
getpower = ceil(ifelse(var(50)!=0,6.0*fvar(15)*fvar(17),12.0*fvar(15)*fvar(17))),ceil(ifelse(var(50)!=0,3.0*fvar(15)*fvar(17),6.0*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 = 253

[State 251, 27]
type = PlaySnd
trigger1 = animelem = 7
value = s24,3
channel = 0

[State 251, 28]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 12
value = s30,2

[State 251, 29]
type = PlaySnd
trigger1 = animelem = 19
value = s6,1

[State 251, 30]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 冥府への導き（弱）
[Statedef 260]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 260
poweradd = 0
sprpriority = 2

[State 260, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 260, 2]
type = PowerAdd
trigger1 = time = 0
value = ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),2.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 260, 3]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 260, 4]
type = Explod
trigger1 = animelem = 3
anim = 2560
id = 2560
pos = 0,0
ownpal = 1
sprpriority = 3

[State 260, 5]
type = PlaySnd
trigger1 = animelem = 8
value = s24,4
channel = 0

[State 260, 6]
type = PlaySnd
trigger1 = animelem = 8
value = s30,4

[State 260, 7]
type = EnvShake
trigger1 = animelem = 8
time = 6
freq = 80
ampl = 3
phase = -1

[State 260, 8]
type = Helper
trigger1 = animelem = 8
stateno = 265
id = 260
name = "geyser_light"
pos = 58,0
ownpal = 1

[State 260, 9]
type = VelSet
trigger1 = time = 0
trigger1 = numtarget(230) > 0
trigger1 = target(230),backedgedist < 10
trigger1 = var(6) != 0
trigger1 = prevstateno = 237
x = -3

[State 260, 10]
type = VelMul
trigger1 = vel x < 0
x = 0.9

[State 260, 11]
type = VelSet
trigger1 = time > 0
trigger1 = vel x > -1.0
x = 0

[State 260, 12]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 冥府への導き（強）
[Statedef 261]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 261
poweradd = 0
sprpriority = 2

[State 261, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 261, 2]
type = PowerAdd
trigger1 = time = 0
value = ceil(ifelse(var(50)!=0,1.0*fvar(15)*fvar(17),2.0*fvar(15)*fvar(17)))
persistent = 0
ignorehitpause = 1

[State 261, 3]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 261, 4]
type = Explod
trigger1 = animelem = 3
anim = 2560
id = 2560
pos = 0,0
ownpal = 1
sprpriority = 3

[State 261, 5]
type = ChangeAnim
triggerall = stateno = 261 && animelemtime(6) = 0
triggerall = time = [0,199]
trigger1 = command = "hb"
value = 261
elem = 3

[State 261, 6]
type = ChangeAnim
triggerall = stateno = 261 && animelemtime(6) < 0
triggerall = time > 20
trigger1 = command != "hb"
trigger2 = var(59) > 0
trigger2 = p2bodydist x - (enemynear(var(55)),vel x * 15) <= 130 || random%20 = 0
value = 261
elem = 6

[State 261, 7]
type = PlaySnd
trigger1 = animelem = 8
value = s24,4
channel = 0

[State 261, 8]
type = PlaySnd
trigger1 = animelem = 8
value = s30,4

[State 261, 9]
type = EnvShake
trigger1 = animelem = 8
time = 6
freq = 80
ampl = 3
phase = -1

[State 261, 10]
type = Helper
trigger1 = animelem = 8
stateno = 265
id = 261
name = "geyser_hard"
pos = 90,0
ownpal = 1

[State 260, 11]
type = VelSet
trigger1 = time = 0
trigger1 = numtarget(230) > 0
trigger1 = target(230),backedgedist < 10
trigger1 = var(6) != 0
trigger1 = prevstateno = 237
x = -3

[State 260, 12]
type = VelMul
trigger1 = vel x < 0
x = 0.9

[State 260, 13]
type = VelSet
trigger1 = time > 0
trigger1 = vel x > -1.0
x = 0

[State 261, 14]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 冥府への導き（火柱ゲイザー）
[Statedef 265]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 4

[State 265, 1]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77002
persistent = 0
ignorehitpause = 1

[State 265, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 265, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 265, 4]
type = StateTypeSet
trigger1 = animelemtime(3) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 265, 5];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = parent,var(34) >= 1
trigger1 = parent,var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 265, 6]
type = SprPriority
trigger1 = 1
value = 4

[State 265, 7]
type = ChangeAnim
trigger1 = anim != 262
trigger1 = time = 0
value = 262

[State 265, 8]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 265, 9]
type = AssertSpecial
trigger1 = (gametime%2) = 0
trigger2 = facing = 1 && screenpos x >= 265
trigger3 = facing = -1 && screenpos x <= 55
flag = invisible
ignorehitpause = 1

[State 265, 10]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 265, 11];気絶値
type = ParentVarAdd
trigger1 = movehit = 1
var(33) = 30
persistent = 0
ignorehitpause = 1

[State 265, 12];ガクラ値
type = ParentVarAdd
trigger1 = moveguarded
var(31) = 24
persistent = 0
ignorehitpause = 1

[State 265, 13];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = parent,var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 265, 14]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 265
time = -1
ignorehitpause = 1

[State 265, 15]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1
ignorehitpause = 1

[State 265, 16]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2bodydist x <= 60
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(50)!=0,16.0,17.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,16.0,17.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,6.0*parent,fvar(15)*parent,fvar(17),12.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,3.0*parent,fvar(15)*parent,fvar(17),6.0*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,-10.75
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3,-10.75
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 = 260

[State 265, 17]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2bodydist x > 60
attr = S,SP
animtype = Back
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(50)!=0,14.0,16.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,14.0,16.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,6.0*parent,fvar(15)*parent,fvar(17),12.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,3.0*parent,fvar(15)*parent,fvar(17),6.0*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,-10.75
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3,-10.75
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 = 260

[State 265, 18]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 欺瞞の鏡
[Statedef 270]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 270
poweradd = 0
sprpriority = 2

[State 270, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 270, 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 270, 3]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 270, 4]
type = PlaySnd
trigger1 = animelem = 2
value = s24,5
channel = 0

[State 270, 5]
type = PlaySnd
trigger1 = animelem = 2
value = s30,5

[State 270, 6]
type = Explod
trigger1 = animelem = 3
anim = 2570
id = 2570
pos = 0,0
ownpal = 1
sprpriority = 3

[State 270, 7]
type = Helper
trigger1 = animelem = 3
stateno = 275
id = 270
name = "giman no kagami"
pos = 0,5
ownpal = 1

[State 270, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 欺瞞の鏡（反射攻撃）
[Statedef 275]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 271
sprpriority = 2

[State 275, 1]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AA,AT,HP
ignorehitpause = 1

[State 275, 2]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,NP,SP
slot = 0
stateno = 276

[State 275, 2]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP
pausetime = 1,1
sparkno = -1
hitsound = -1
p1stateno = 276
p2stateno = 279

[State 275, 3]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 275, 4]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77002
persistent = 0
ignorehitpause = 1

[State 275, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 275, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 275, 7]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
trigger1 = parent,var(9) >= 1
movetype = I

[State 275, 8];気絶
type = TargetState
trigger1 = movehit = 1
trigger1 = parent,var(34) >= 1
trigger1 = parent,var(33) = 0
value = 59200
persistent = 0
ignorehitpause = 1

[State 275, 9]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 275, 10];気絶値
type = ParentVarAdd
trigger1 = movehit = 1
var(33) = 36
persistent = 0
ignorehitpause = 1

[State 275, 11];ガクラ値
type = ParentVarAdd
trigger1 = moveguarded
var(31) = 30
persistent = 0
ignorehitpause = 1

[State 275, 12];ガクラ値
type = TargetState
trigger1 = moveguarded = 1
trigger1 = parent,var(31) >= 200
trigger1 = p2statetype = S || p2statetype = C
value = 59100
persistent = 0
ignorehitpause = 1

[State 275, 13]
type = HitDef
trigger1 = animelem = 1
attr = A,SP
animtype = Hard
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(50)!=0,14.0,17.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,14.0,17.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,6.0*parent,fvar(15)*parent,fvar(17),12.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,3.0*parent,fvar(15)*parent,fvar(17),6.0*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,-10.75
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 = 270

[State 275, 14]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 欺瞞の鏡（反射飛び道具準備）
[Statedef 276]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = 2

[State 276, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 276, 2]
type = VarSet
trigger1 = time = 0
fvar(1) = gethitvar(damage)/1.3

[State 276, 2]
type = VarSet
trigger1 = time = 0
fvar(2) = helper(99990),fvar(2)

[State 276, 3]
type = Helper
trigger1 = time = 0
stateno = 277
id = 271
name = "reflection"
pos = 90,ifelse(helper(99990),fvar(2)!=0,floor(fvar(2)),-90)
ownpal = 1

[State 276, 4]
type = DestroySelf
trigger1 = time = 2

;---------------------------------------------------------------------------
; 欺瞞の鏡（反射飛び道具）
[Statedef 277]
type    = A
movetype= A
physics = N
velset = 6,0
ctrl = 0
anim = 272
sprpriority = 2

[State 277, 1]
type = VarSet
trigger1 = time = 0
fvar(1) = helper(270),fvar(1)

[State 277, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 277, 3]
type = AssertSpecial
trigger1 = (gametime%2) = 0
flag = invisible
ignorehitpause = 1

[State 277, 4]
type = HitBy
trigger1 = time > 0
value = SCA,AP
time = -1
ignorehitpause = 1

[State 277, 5]
type = HitOverRide
trigger1 = time > 0
attr = SCA,AA,AP,AT
stateno = 278
time = -1
ignorehitpause = 1

[State 277, 6]
type = TargetState
triggerall = numtarget
trigger1 = movehit = 1 && p2statetype = A && (target,stateno != [59200,59209]) && target,stateno != 59100 & HitPauseTime <= 1
value = 77003
persistent = 0
ignorehitpause = 1

[State 277, 7]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 277, 8]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 277, 9]
type = HitDef
trigger1 = time = 1
attr = A,SP
animtype = Hard
guardflag = MA
hitflag = MAF
damage = ceil(fvar(1)),ceil(fvar(1)/8)
getpower = ceil(ifelse(root,var(50)!=0,5.0*root,fvar(15)*root,fvar(17),10.0*root,fvar(15)*root,fvar(17))),ceil(ifelse(root,var(50)!=0,2.0*root,fvar(15)*root,fvar(17),5.0*root,fvar(15)*root,fvar(17)))
givepower = 0,0
pausetime = 0,4
guard.pausetime = 0,4
sparkxy = -20,-90
sparkno = -1
guard.sparkno = s10102
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 = 0
ground.velocity = -3,0
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3,-10.75
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
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 271

[State 277, 10]
type = ChangeState
trigger1 = movecontact > 1 || movereversed > 1
value = 278

[State 277, 11]
type = DestroySelf
trigger1 = frontedgedist < -50

;---------------------------------------------------------------------------
; 欺瞞の鏡（反射飛び道具消滅）
[Statedef 278]
type    = A
movetype= I
physics = N
velset = 2,0
ctrl = 0
anim = 273
sprpriority = 2

[State 278, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 278, 2]
type = AssertSpecial
trigger1 = (gametime%2) = 0
flag = invisible
ignorehitpause = 1

[State 278, 3]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 欺瞞の鏡（相手飛び道具消去）
[Statedef 279]
type    = A
movetype= H
physics = N
ctrl = 0

[State 279, 1]
type = SelfState
trigger1 = !ishelper
value = prevstateno

[State 279, 2]
type = RemoveExplod
trigger1 = 1

[State 279, 3]
type = DestroySelf
trigger1 = 1

;---------------------------------------------------------------------------
; 負の洗礼
[Statedef 500]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 500
poweradd = 0
sprpriority = 2

[State 500, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 500, 2]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 500, 3]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 500, 4]
type = StateTypeSet
trigger1 = animelemtime(29) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 500, 5]
type = NotHitBy
trigger1 = animelemtime(11) < 0
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 500, 6]
type = PowerAdd
trigger1 = time = 0
trigger1 = var(16) = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 500, 7]
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 500, 8]
type = Explod
trigger1 = time = 0
anim = 3050+(var(50)!=0)
ontop = 1
ownpal = 1
pos = 18,-102

[State 500, 9]
type = PlaySnd
trigger1 = time = 0
value = s24,3
channel = 0

[State 500, 10]
type = PlaySnd
trigger1 = time = 0
value = s100,0

[State 500, 11]
type = PlaySnd
trigger1 = animelem = 17
value = s21,0+random%6
channel = 0

[State 500, 12]
type = PlaySnd
trigger1 = animelem = 17
value = s30,8

[State 500, 13]
type = VelSet
trigger1 = time = 1
y = -6.5

[State 500, 14]
type = VelAdd
trigger1 = time > 0
trigger1 = animelemtime(30) < 0
y = 0.2

[State 500, 15]
type = VelSet
trigger1 = time > 0
trigger1 = animelemtime(30) < 0
trigger1 = vel y > -0.25
y = 0

[State 500, 16]
type = VelAdd
trigger1 = animelemtime(30) >= 0
trigger1 = animelemtime(35) < 0
y = 0.3

[State 500, 17]
type = PosSet
trigger1 = animelem = 35
y = 0

[State 500, 18]
type = StateTypeSet
trigger1 = animelem = 35
statetype = S

[State 500, 19]
type = VelSet
trigger1 = animelem = 35
x = 0
y = 0

[State 500, 20]
type = Explod
trigger1 = animelem = 13
anim = 2560
id = 2560
pos = 6,44
ownpal = 1
sprpriority = 3

[State 500, 21]
type = Helper
trigger1 = animelem = 18
stateno = 505
id = 500
name = "laser"
pos = 0,0
ownpal = 1

[State 500, 22]
type = AfterImageTime
trigger1 = time >= 135
time = 0

[State 500, 23]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 負の洗礼（レーザー）
[Statedef 505]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 501
sprpriority = 4

[State 505, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 505, 2]
type = AssertSpecial
trigger1 = (gametime%2) = 0
flag = invisible
ignorehitpause = 1

[State 505, 3]
type = SprPriority
trigger1 = 1
value = 4

[State 505, 4]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 505, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 505, 6]
type = HitDef
trigger1 = enemy,pos y >= 0 && enemy,vel y = 0
attr = S,HP
animtype = Hard
guardflag = 
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(50)!=0,71.0,89.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,71.0,89.0)*parent,fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 0,1
guard.pausetime = 0,1
sparkxy = -5,80
sparkno = s10008
guard.sparkno = s10101
hitsound = s1,0+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 = 0
ground.velocity = 0,0
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = 0,0
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
p2facing = 1
;p2stateno = 85950
yaccel = 0.5
fall = 1
fall.recover = 0
fall.recovertime = 1000
id = 500

[State 505, 7]
type = TargetState
trigger1 = movehit = 1
value = 85950
id = 500
ignorehitpause = 1

[State 505, 8]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 負の裁き
[Statedef 510]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 510
poweradd = 0
sprpriority = 2

[State 510, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 510, 2]
type = PowerAdd
trigger1 = time = 0
trigger1 = var(16) = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 510, 3]
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 510, 4]
type = Explod
trigger1 = time = 0
anim = 3050+(var(50)!=0)
ontop = 1
ownpal = 1
pos = 13,-69

[State 510, 5]
type = Explod
trigger1 = (gametime%2) = 0
trigger1 = time = [6,15]
anim = 2049+(time-6)-ifelse(movecontact=1,ifelse(animelemtime(animelemno(0))=0,1,0),0)
id = 2000
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 3
ignorehitpause = 1

[State 510, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 510, 7]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 510, 8]
type = PosSet
trigger1 = time = 0
trigger1 = pos y >= -30
y = -30

[State 510, 9]
type = Turn
trigger1 = time = 0
trigger1 = prevstateno = [220,222]
trigger1 = p2dist X < 0

[State 510, 10]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 510, 11]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 7
y = 4.5

[State 510, 12]
type = VelAdd
trigger1 = animelemtime(3) > 0
y = 0.4

[State 510, 13]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 510, 14]
type = HitDef
trigger1 = animelem = 3
attr = A,HA
animtype = Mid
guardflag = HA
hitflag = MAF
damage = ceil(floor(26.0*fvar(10))*fvar(11)*3.90625),ceil(ceil(26.0*fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 9,9
guard.pausetime = 9,9
sparkxy = -10,-90
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 120
ground.hittime = 120
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -8.2
ground.velocity = -3,-7.5
air.hittime = 120
air.velocity = -3,-7.5
airguard.velocity = -4.5,-4.5
kill = 0
p2facing = 1
yaccel = 0.47
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 510

[State 510, 15]
type = PlaySnd
trigger1 = animelem = 1
value = s100,0

[State 510, 16]
type = PlaySnd
trigger1 = animelem = 2
value = s21,0+random%6

[State 510, 17]
type = PlaySnd
trigger1 = animelem = 2
value = s30,6

[State 510, 18]
type = NotHitBy
trigger1 = movehit
value = SCA,AA,AT,AP
id = 510
ignorehitpause = 1

[State 510, 19]
type = VarSet
trigger1 = time = 0
var(26) = 0
persistent = 0

[State 510, 20]
type = VarSet
trigger1 = movehit
var(26) = 1
id = 510
persistent = 0
ignorehitpause = 1

[State 510, 21]
type = TargetState
trigger1 = movehit
value = 88510
id = 510
persistent = 0
ignorehitpause = 1

[State 510, 22]
type = StateTypeSet
trigger1 = movehit
movetype = I
ignorehitpause = 1

[State 510, 23]
type = Width
trigger1 = frontedgedist < 4
edge = 2,0

[State 510, 24]
type = ChangeState
trigger1 = var(26) = 1
trigger1 = vel y > 0
trigger1 = pos y >= 30
value = 512
id = 510
ignorehitpause = 1

[State 510, 25]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 30
value = 511

;---------------------------------------------------------------------------
; 負の裁き（未ヒット着地）
[Statedef 511]
type    = S
movetype= I
physics = N
velset = 3,0
ctrl = 0
anim = 511
sprpriority = 2

[State 511, 1]
type = PosSet
trigger1 = 1
y = 0

[State 511, 2]
type = VelAdd
trigger1 = vel x >= 0
x = -0.1875

[State 511, 3]
type = VelSet
trigger1 = vel x <= 0
x = 0

[State 511, 4]
type = PlaySnd
trigger1 = time = 0
value = s6,1

[State 511, 5]
type = Explod
trigger1 = time = 0
anim = 10103
pos = 50,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 511, 6]
type = Explod
trigger1 = time = 0
anim = 10104
pos = 0,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 511, 7]
type = Width
trigger1 = time <= 1
value = -1,0

[State 511, 8]
type = AfterImageTime
trigger1 = time >= 20
time = 0

[State 511, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 負の裁き（ヒット時追撃）
[Statedef 512]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0.93,0
ctrl = 0
anim = 512
poweradd = 0
sprpriority = 2

[State 512, 1]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 512, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0;1,0	;スクロール処理無視設定だと1,0

[State 512, 3]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 512, 4]
type = BGPalFx
trigger1 = 1
add = -255,-255,-255
time = 1
ignorehitpause = 1

[State 512, 5]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 2

[State 512, 6]
type = VelAdd
trigger1 = animelemtime(3) < 0
x = -0.0625

[State 512, 7]
type = VelSet
trigger1 = animelem = 3
x = 0

[State 512, 8]
type = VelSet
trigger1 = animelem = 5
x = 14.1875
y = -13

[State 512, 9]
type = VelAdd
trigger1 = animelemtime(5) > 0
x = 0.1875
y = -0.6875

[State 512, 10]
type = Explod
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(10) = 0
trigger4 = animelemtime(13) = 0
anim = 2610
id = 2610
pos = 0,0
ownpal = 1
sprpriority = 4

[State 512, 11]
type = Helper
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(8) = 0
stateno = 515
id = 510
pos = 0,0
ownpal = 1

[State 512, 12]
type = Helper
trigger1 = animelemtime(11) = 0
stateno = 515
id = 511
pos = 0,80
ownpal = 1

[State 512, 13]
type = Helper
trigger1 = animelemtime(14) = 0
stateno = 516
id = 512
pos = 0,120
ownpal = 1

[State 512, 14]
type = PlaySnd
trigger1 = time = 0
value = s6,1

[State 512, 15]
type = PlaySnd
trigger1 = animelem = 4
value = s24,6
channel = 0

[State 512, 16]
type = PlaySnd
trigger1 = animelem = 4
value = s30,7

[State 512, 17]
type = ChangeState
trigger1 = animtime = 0
value = 513

;---------------------------------------------------------------------------
; 負の裁き（ヒット時追撃待機）
[Statedef 513]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 513
poweradd = 0
sprpriority = 2

[State 513, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 513, 2]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 513, 3]
type = BGPalFx
trigger1 = 1
add = -255,-255,-255
time = 1
ignorehitpause = 1

[State 513, 4]
type = ChangeState
trigger1 = animtime = 0
value = 514

;---------------------------------------------------------------------------
; 負の裁き（ヒット時追撃降下）
[Statedef 514]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 3,0
ctrl = 0
anim = 514
poweradd = 0
sprpriority = 2

[State 514, 1]
type = PosSet
trigger1 = time = 0
x = target,pos x + (150 * facing)
y = -319

[State 514, 2]
type = AssertSpecial
trigger1 = time < 10
flag = NoFG
ignorehitpause = 1

[State 514, 3]
type = BGPalFx
trigger1 = time = 0
add = -255,-255,-255
time = 9

[State 514, 4]
type = AllPalFx
trigger1 = time = 5
add = -255,-255,-255
time = 4

[State 514, 5]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4

[State 514, 6]
type = VelSet
trigger1 = animelem = 2
y = 7

[State 514, 7]
type = Gravity
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0

[State 514, 8]
type = VelSet
trigger1 = animelem = 3
x = 0
y = 0

[State 514, 9]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 2
ignorehitpause = 1

[State 514, 10]
type = PosSet
trigger1 = animelem = 3
y = 0

[State 514, 11]
type = PlaySnd
trigger1 = animelem = 3
value = s6,1

[State 514, 12]
type = Explod
trigger1 = animelem = 3
anim = 10103
pos = 25,0
vel = 0,0
ownpal = 1
sprpriority = 2

[State 514, 13]
type = Explod
trigger1 = animelem = 3
anim = 10104
pos = -25,0
vel = 0,0
ownpal = 1
sprpriority = 2

[State 514, 14]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 負の裁き（攻撃ヘルパー）
[Statedef 515]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 515
poweradd = 0
sprpriority = 2

[State 515, 1]
type = Explod
trigger1 = time = 0
anim = 2531
id = 2531
pos = 20,-38-(ishelper(511)*80)-(ishelper(512)*120)
ownpal = 1
sprpriority = 3

[State 515, 2]
type = Explod
trigger1 = time = 0
anim = 2531
id = 2531
pos = -25,-38-(ishelper(511)*80)-(ishelper(512)*120)
ownpal = 1
sprpriority = 3

[State 515, 3]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 515, 4]
type = HitDef
trigger1 = 1
attr = A,HP
animtype = Mid
hitflag = AF
damage = ceil(floor(ifelse(parent,var(50)!=0,26.0,35.0)*parent,fvar(10))*parent,fvar(11)*3.90625)
getpower = 0,0
givepower = 0,0
pausetime = 0,1
sparkxy = -10,-90
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
ground.type = high
ground.slidetime = 120
ground.hittime = 120
guard.hittime = 14
ground.ctrltime = 14
guard.velocity = -6
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
kill = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 515
nochainid = 515

[State 515, 5]
type = NotHitBy
trigger1 = movehit
value = SCA,AA,AT,AP
id = 515
ignorehitpause = 1

[State 515, 6]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 515
time = -1
ignorehitpause = 1

[State 515, 7]
type = TargetState
trigger1 = movehit = 1
value = 88515
id = 515
ignorehitpause = 1

[State 515, 8]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 負の裁き（攻撃ヘルパー）
[Statedef 516]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 515
poweradd = 0
sprpriority = 2

[State 516, 1]
type = Explod
trigger1 = time = 0
anim = 2531
id = 2531
pos = 20,-38-(ishelper(511)*80)-(ishelper(512)*120)
ownpal = 1
sprpriority = 3

[State 516, 2]
type = Explod
trigger1 = time = 0
anim = 2531
id = 2531
pos = -25,-38-(ishelper(511)*80)-(ishelper(512)*120)
ownpal = 1
sprpriority = 3

[State 516, 3]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 516, 4]
type = HitDef
trigger1 = 1
attr = A,HP
animtype = Mid
hitflag = AF
damage = ceil(floor(ifelse(parent,var(50)!=0,26.0,35.0)*parent,fvar(10))*parent,fvar(11)*3.90625)
getpower = 0,0
givepower = 0,0
pausetime = 0,1
sparkxy = -10,-90
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
ground.type = high
ground.slidetime = 120
ground.hittime = 120
guard.hittime = 14
ground.ctrltime = 14
guard.velocity = -6
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
kill = 0
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 516
nochainid = 516

[State 516, 5]
type = NotHitBy
trigger1 = movehit
value = SCA,AA,AT,AP
id = 516
ignorehitpause = 1

[State 516, 6]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 516
time = -1
ignorehitpause = 1

[State 516, 7]
type = TargetState
trigger1 = movehit = 1
value = 88515
id = 516
ignorehitpause = 1

[State 516, 8]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 紺碧の猛禽
[Statedef 520]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 520
poweradd = 0
sprpriority = 2

[State 520, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 520, 2]
type = PowerAdd
trigger1 = time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 520, 3]
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 520, 4]
type = Explod
trigger1 = time = 0
anim = 3050+(var(50)!=0)
ontop = 1
ownpal = 1
pos = 34,-67

[State 520, 5]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,gethitvar(fall) = 0 && p2statetype = A && p2movetype = H && (p2stateno != [120,159])
movetype = I

[State 520, 6]
type = StateTypeSet
trigger1 = teammode = single || teammode = turns
trigger1 = p2statetype != A || p2movetype != H
movetype = A

[State 520, 7]
type = StateTypeSet
trigger1 = animelemtime(12) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 520, 8]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 5.93

[State 520, 9]
type = VelAdd
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
x = -0.0625

[State 520, 10]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 13

[State 520, 11]
type = VelSet
trigger1 = animelemtime(12) = 0
x = 8

[State 520, 12]
type = VelAdd
trigger1 = animelemtime(12) > 0
x = -0.4375

[State 520, 13]
type = VelSet
trigger1 = animelemtime(12) > 0
trigger1 = vel x <= 0
x = 0

[State 520, 14]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 520, 15]
type = HitDef
trigger1 = animelem = 3
attr = S,HA
animtype = Mid
guardflag = MA
hitflag = MAF
damage = ceil(floor(26.0*fvar(10))*fvar(11)*3.90625),ceil(ceil(26.0*fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 1,1
guard.pausetime = 1,13
sparkno = -1
guard.sparkno = -1
hitsound = s3,0+random%6
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 120
ground.hittime = 120
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -4.2
ground.velocity = -4.25,-11.5
air.hittime = 120
air.velocity = -4.25,-11.5
airguard.velocity = -4.5,-4.5
kill = 0
p2facing = 1
yaccel = 0.675
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 520

[State 520, 16]
type = PlaySnd
trigger1 = animelem = 1
value = s100,0

[State 520, 17]
type = PlaySnd
trigger1 = animelem = 1
value = s24,7
channel = 0

[State 520, 18]
type = PlaySnd
trigger1 = animelem = 4
value = s6,2

[State 520, 19]
type = Explod
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(8) = 0
trigger3 = animelemtime(10) = 0
anim = 10104
pos = -13,0
vel = -2,0
ownpal = 1
sprpriority = 3

[State 520, 20]
type = Explod
trigger1 = animelemtime(12) = 0
anim = 10105
pos = 66,0
vel = 2,0
facing = -1
ownpal = 1
sprpriority = 3

[State 520, 21]
type = Explod
trigger1 = animelemtime(12) = 0
anim = 10106
pos = 7,0
vel = -2,0
ownpal = 1
sprpriority = 3

[State 520, 22]
type = TargetState
trigger1 = movehit
value = 88520
id = 520
persistent = 0
ignorehitpause = 1

[State 520, 23]
type = TargetBind
trigger1 = movehit
pos = (p2bodydist x-(target(520),vel x)),(target(520),pos y-(target(520),vel y))
id = 520
persistent = 0
ignorehitpause = 1

[State 520, 24]
type = ChangeState
trigger1 = movehit
value = 522
id = 520
ignorehitpause = 1

[State 520, 25]
type = ChangeState
trigger1 = moveguarded
value = 521
id = 520
ignorehitpause = 1

[State 520, 26]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 紺碧の猛禽（相手ガード）
[Statedef 521]
type    = A
movetype= I
physics = N
anim = 521
velset = 0,0
ctrl = 0
sprpriority = 2

[State 521, 1]
type = VelAdd
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(7) < 0
y = 0.6

[State 521, 2]
type = VelSet
trigger1 = animelem = 2
x = -2
y = -8.5

[State 521, 3]
type = VelSet
trigger1 = animelem = 7
x = 0
y = 0

[State 521, 4]
type = PosSet
trigger1 = animelem = 7
y = 0

[State 521, 5]
type = StateTypeSet
trigger1 = animelem = 7
statetype = S

[State 521, 6]
type = PlaySnd
trigger1 = animelem = 7
value = s6,1

[State 521, 7]
type = Explod
trigger1 = animelem = 7
anim = 10103
pos = 25,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 521, 8]
type = Explod
trigger1 = animelem = 7
anim = 10104
pos = -25,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 524, 14]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 525
id = 521
pos = 50,-floor(pos y)
ownpal = 1

[State 524, 15]
type = Helper
trigger1 = animelemtime(3) = 2
stateno = 525
id = 522
pos = 50,-floor(pos y)
ownpal = 1

[State 524, 15]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 525
id = 523
pos = 50,-floor(pos y)
ownpal = 1

[State 521, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 紺碧の猛禽（ヒット追撃・上昇）
[Statedef 522]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 1,0
ctrl = 0
anim = 522
poweradd = 0
sprpriority = 5

[State 522, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 522, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 522, 3]
type = AssertSpecial
trigger1 = time > 1
flag = NoFG
ignorehitpause = 1

[State 522, 4]
type = BGPalFx
trigger1 = time > 1
add = -255,-255,-255
time = 1
ignorehitpause = 1

[State 522, 5]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 2
ignorehitpause = 1

[State 522, 6]
type = Explod
trigger1 = time = 0
anim = 2530
id = 2530
pos = -32,69
ownpal = 1
sprpriority = 7

[State 522, 7]
type = Explod
trigger1 = time = 0
anim = 2610
id = 2610
pos = -34,42
ownpal = 1
sprpriority = 7

[State 522, 8]
type = Explod
trigger1 = time = 2
anim = 2531
pos = -47,20
ownpal = 1
sprpriority = 6

[State 522, 9]
type = Explod
trigger1 = time = 2
anim = 2531
pos = 1,20
ownpal = 1
sprpriority = 6

[State 522, 10]
type = Explod
trigger1 = time = 3
anim = 2531
pos = 49,-52
ownpal = 1
sprpriority = 6

[State 522, 11]
type = Explod
trigger1 = time = 3
anim = 2531
pos = 17,-100
ownpal = 1
sprpriority = 6

[State 522, 12]
type = PosAdd
trigger1 = animelem = 1
x = 30

[State 522, 13]
type = VelAdd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(4) < 0
x = -0.09375

[State 522, 14]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 522, 15]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 5.1875
y = -13

[State 522, 16]
type = VelAdd
trigger1 = animelemtime(5) > 0
x = 0.1875
y = -1

[State 522, 16]
type = Explod
trigger1 = animelem = 5
anim = 2620
id = 2620
bindtime = -1
ownpal = 1
sprpriority = 4

[State 522, 17]
type = EnvShake
trigger1 = movehit = 1
time = 12
freq = 40
ampl = -6
persistent = 0
ignorehitpause = 1

[State 522, 18]
type = VarAdd
trigger1 = movehit
trigger1 = animelemtime(5) >= 0
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 522, 19]
type = VarAdd
triggerall = movehit = 1
trigger1 = animelemtime(6) >= 0
var(2) = 1
persistent = 2
ignorehitpause = 1

[State 522, 20]
type = TargetState
trigger1 = movehit = 1
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) <= 0
value = 88521
id = 522
persistent = 0
ignorehitpause = 1

[State 522, 21]
type = TargetState
triggerall = movehit = 1
trigger1 = animelemtime(6) > 0
value = 88522
id = 522
ignorehitpause = 1

[State 522, 22]
type = HitDef
trigger1 = animelem = 5
attr = A,HA
animtype = Mid
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,14.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,14.0,17.0)*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 = 120
ground.hittime = 120
guard.hittime = 14
ground.ctrltime = 14
guard.velocity = -6
ground.velocity = -2.75,-11.5
air.hittime = 120
air.velocity = -2.75,-11.5
airguard.velocity = -4.5,-4.5
sprpriority = 5
kill = 0
p2facing = 1
yaccel = 0.675
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 522

[State 522, 23]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
attr = A,HA
animtype = Mid
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,14.0,17.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,14.0,17.0)*fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 2,2
guard.pausetime = 2,2
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 120
ground.hittime = 120
guard.hittime = 14
ground.ctrltime = 14
guard.velocity = -6
ground.velocity = -2.75,-11.5
air.hittime = 120
air.velocity = -2.75,-11.5
airguard.velocity = -4.5,-4.5
sprpriority = 5
kill = 0
p2facing = 1
yaccel = 0.675
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 522

[State 522, 24]
type = PlaySnd
trigger1 = animelem = 4
value = s24,8
channel = 0

[State 522, 25]
type = PlaySnd
trigger1 = animelem = 4
value = s30,7

[State 522, 26]
type = ChangeState
trigger1 = animtime = 0
value = 523

;---------------------------------------------------------------------------
; 紺碧の猛禽（ヒット追撃・下降）
[Statedef 523]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 523
poweradd = 0
sprpriority = 5

[State 523, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2620

[State 523, 2]
type = PosSet
trigger1 = time = 0
x = target,pos x - (85 * facing)
y = -360

[State 523, 3]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 2
ignorehitpause = 1

[State 523, 4]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 523, 5]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 523, 6]
type = BGPalFx
trigger1 = 1
add = -255,-255,-255
time = 1
ignorehitpause = 1

[State 523, 7]
type = VelSet
trigger1 = animelem = 2
x = 0.7
y = 3

[State 523, 8]
type = VelAdd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(4) < 0
x = 0.625
y = 1

[State 523, 9]
type = VelSet
trigger1 = animelem = 4
x = 0
y = 0

[State 523, 10]
type = PosSet
trigger1 = animelem = 4
y = 0

[State 523, 11]
type = Explod
trigger1 = animelem = 2
anim = 2621
id = 2621
bindtime = -1
ownpal = 1
sprpriority = 4

[State 523, 12]
type = VarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 523, 13]
type = TargetState
trigger1 = movehit = 1
value = 88523
id = 523
persistent = 0
ignorehitpause = 1

[State 523, 14]
type = HitDef
trigger1 = animelem = 3
attr = A,HA
animtype = Mid
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(var(50)!=0,64.0,80.0)*fvar(10))*fvar(11)*3.90625),ceil(ceil(ifelse(var(50)!=0,64.0,80.0)*fvar(16))*3.92)
getpower = 0,0
givepower = 0,0
pausetime = 2,2
guard.pausetime = 2,2
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
guardsound = s5,2+random%2
ground.type = high
ground.slidetime = 120
ground.hittime = 120
guard.hittime = 14
ground.ctrltime = 14
guard.velocity = -6
ground.velocity = -2,-12.5
air.hittime = 120
air.velocity = -2,-12.5
airguard.velocity = -4.5,-4.5
sprpriority = 5
p2facing = 1
yaccel = 0.7
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 523

[State 523, 15]
type = PlaySnd
trigger1 = animelem = 1
value = s30,9

[State 523, 16]
type = Helper
trigger1 = animelemtime(4) = 0
stateno = 525
id = 525
pos = -28,0
ownpal = 1

[State 523, 17]
type = Helper
trigger1 = animelemtime(4) = 0
stateno = 525
id = 525
pos = 36,0
ownpal = 1

[State 523, 18]
type = ChangeState
trigger1 = animtime = 0
value = 524
ctrl = 0

;---------------------------------------------------------------------------
; 紺碧の猛禽（降下後着地）
[Statedef 524]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 524
poweradd = 0
sprpriority = 2

[State 524, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2621

[State 524, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 524, 3]
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 524, 4]
type = BGPalFx
trigger1 = animelemtime(8) < 0
add = -255,-255,-255
time = 1

[State 524, 5]
type = AssertSpecial
trigger1 = animelemtime(8) < 0
flag = NoFG
ignorehitpause = 1

[State 524, 6]
type = AllPalFx
trigger1 = animelemtime(8) = 0
add = -255,-255,-255
time = 4

[State 524, 7]
type = EnvColor
trigger1 = animelemtime(7) = 1
value = 255,255,255
time = 4

[State 524, 8]
type = VelAdd
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(7) < 0
y = 0.6

[State 524, 9]
type = VelSet
trigger1 = animelem = 1
x = -2
y = -10.5

[State 524, 10]
type = VelSet
trigger1 = animelem = 7
x = 0
y = 0

[State 524, 11]
type = PosSet
trigger1 = animelem = 7
y = 0

[State 524, 12]
type = PlaySnd
trigger1 = animelem = 7
value = s6,1

[State 524, 13]
type = Explod
trigger1 = animelem = 7
anim = 10103
pos = 25,0
vel = 0,0
ownpal = 1
sprpriority = 2

[State 524, 14]
type = Explod
trigger1 = animelem = 7
anim = 10104
pos = -25,0
vel = 0,0
ownpal = 1
sprpriority = 3

[State 524, 15]
type = Helper
trigger1 = animelemtime(3) = 0
stateno = 525
id = 525
pos = -60,-floor(pos y)
ownpal = 1

[State 524, 16]
type = Helper
trigger1 = animelemtime(3) = 3
stateno = 525
id = 525
pos = 105,-floor(pos y)
ownpal = 1

[State 524, 17]
type = Helper
trigger1 = animelemtime(5) = 3
stateno = 525
id = 526
pos = -75,-floor(pos y)
ownpal = 1

[State 524, 18]
type = Helper
trigger1 = animelemtime(5) = 6
stateno = 525
id = 526
pos = 200,-floor(pos y)
ownpal = 1

[State 524, 19]
type = AfterImageTime
trigger1 = time >= 47
time = 0

[State 524, 20]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 紺碧の猛禽（追加火柱攻撃）
[Statedef 525]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 525
poweradd = 0
sprpriority = 3

[State 525, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(526)
value = 526

[State 525, 2]
type = PosSet
trigger1 = time = 0
trigger1 = ishelper(522)
trigger1 = numhelper(521) > 0
x = helper(521),pos x + (50 * root,facing)
y = 0

[State 525, 3]
type = PosSet
trigger1 = time = 0
trigger1 = ishelper(523)
trigger1 = numhelper(522) > 0
x = helper(522),pos x + (55 * root,facing)
y = 0

[State 525, 4]
type = AssertSpecial
trigger1 = (gametime%2) = 0
flag = invisible
ignorehitpause = 1

[State 525, 5]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
trigger1 = var(9) >= 1
movetype = I

[State 525, 6]
type = ParentVarAdd
trigger1 = movehit = 1
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 525, 7]
type = HitDef
trigger1 = animelem = 3
attr = S,HP
animtype = Mid
guardflag = MA
hitflag = MAF
damage = ceil(floor(ifelse(parent,var(50)!=0,7.0,8.0)*parent,fvar(10))*parent,fvar(11)*3.90625),ceil(ceil(ifelse(parent,var(50)!=0,7.0,8.0)*parent,fvar(16))*3.92)
getpower = ceil(ifelse(parent,var(50)!=0,6.0*parent,fvar(15)*parent,fvar(17),12.0*parent,fvar(15)*parent,fvar(17))),ceil(ifelse(parent,var(50)!=0,3.0*parent,fvar(15)*parent,fvar(17),6.0*parent,fvar(15)*parent,fvar(17)))
givepower = 0,0
pausetime = 0,1
guard.pausetime = 0,1
sparkxy = -10,-90
sparkno = -1
guard.sparkno = -1
hitsound = s30,0
ground.type = high
ground.slidetime = 120
ground.hittime = 120
guard.hittime = 14
ground.ctrltime = 14
guard.velocity = -6.5
guard.cornerpush.veloff = 0
ground.velocity = -3.75,-13.5
ground.cornerpush.veloff = 0
air.hittime = 120
air.velocity = -3.75,-13.5
air.cornerpush.veloff = 0
airguard.velocity = -4.5,-4.5
airguard.cornerpush.veloff = 0
sprpriority = 3
p2facing = 1
yaccel = 0.75
fall = 1
fall.recover = 0
fall.recovertime = 1000
palfx.time = 29
palfx.mul = 110,140,240
palfx.add = 80,40,80
palfx.color = 0
id = 525

[State 525, 8]
type = NotHitBy
trigger1 = movehit
value = SCA,AA,AT,AP
id = 525
ignorehitpause = 1

[State 525, 9]
type = HitOverRide
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 525
time = -1
ignorehitpause = 1

[State 525, 10]
type = TargetState
trigger1 = movehit = 1
value = 88523
id = 525
ignorehitpause = 1

[State 525, 11]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 524 && animelemtime(8) >= 0

;---------------------------------------------------------------------------
; 図南鵬翼
[Statedef 1000]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 0
sprpriority = 2

[State 1000, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2000

[State 1000, 2]
type = Pause
trigger1 = time = 0
time = 59
movetime = 59

[State 1000, 3]
type = EnvColor
trigger1 = time = 1
trigger2 = time = 40
trigger3 = time = 42
value = 255,255,255
time = 2

[State 1000, 4]
type = AssertSpecial
trigger1 = time < 48
flag = NoFG
ignorehitpause = 1

[State 1000, 5]
type = BGPalFx
trigger1 = time < 48
add = -255,-255,-255
time = 1

[State 1000, 6]
type = AllPalFx
trigger1 = time = 44
add = -255,-255,-255
time = 4

[State 1000, 7]
type = PalFx
trigger1 = time < 11
add = 60,60,60
time = 1

[State 1000, 8]
type = PlaySnd
trigger1 = animelem = 1
value = s23,7
channel = 0

[State 1000, 9]
type = PlaySnd
trigger1 = animelem = 2
value = s100,0

[State 1000, 10]
type = Explod
trigger1 = animelem = 2
anim = 3050+(var(50)!=0)
pos = 1,-84
ontop = 1
ownpal = 1
pausemovetime = -1

[State 1000, 11]
type = Explod
trigger1 = animelem = 2
anim = 11001
id = 11001
postype = left
ownpal = 1
removetime = -1
sprpriority = -5
pos = 0,0
pausemovetime = -1

[State 1000, 15]
type = RemoveExplod
trigger1 = time = 41
id = 11001

[State 1000, 16]
type = PowerAdd
trigger1 = animtime = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 1000, 12]
type = VarSet
trigger1 = animtime = 0
var(40) = 1000

[State 1000, 13]
type = VarSet
trigger1 = animtime = 0
var(41) = 64

[State 1000, 14]
type = VarSet
trigger1 = animtime = 0
var(42) = 64

[State 1000, 17]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
