;---------------------------------------------------------------------------
; ステート奪取関連
;---------------------------------------------------------------------------
; 投げやられ１
[Statedef 232]
type    = A
movetype= H
physics = N
poweradd = 0
sprpriority = 1

[State 232, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 232

[State 232, 2]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 232, 3]
type = ChangeState
trigger1 = time = [1,5]
trigger1 = !gethitvar(isbound)
value = 239

[State 232, 4]
type = PalFx
trigger1 = animtime >= -1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 232, 5]
type = ChangeState
trigger1 = animtime = 0
value = 233

;---------------------------------------------------------------------------
; 投げやられ２
[Statedef 233]
type    = A
movetype= H
physics = N
poweradd = 0
sprpriority = 1

[State 233, 1]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 233, 2]
type = ChangeAnim
trigger1 = time <= 12
value = 5030

[State 233, 3]
type = OffSet
trigger1 = time < 12
trigger1 = (gametime%2) = 0
x = -1

[State 233, 4]
type = OffSet
trigger1 = time < 12
trigger1 = (gametime%2) = 1
x = 1

[State 233, 5]
type = ChangeAnim2
trigger1 = time = 12
value = 5035

[State 233, 6]
type = ChangeAnim2
trigger1 = time > 12
trigger1 = vel y > -12
trigger1 = anim != 5050
value = 5050

[State 233, 7]
type = VelSet
trigger1 = time = 12
x = -3
y = -12

[State 233, 8]
type = VelAdd
trigger1 = time > 12
y = 0.75

[State 233, 9]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 投げやられダウン１
[Statedef 234]
type    = L
movetype= H
physics = N
juggle  = 0
velset = -3,-4
ctrl = 0
poweradd = 0
sprpriority = 0

[State 234, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 234, 2]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 234, 3]
type = PosFreeze
trigger1 = time <= 6
time = 0

[State 234, 4] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time <= 6
value = 5100

[State 234, 5] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 7
value = 5160

[State 234, 6]
type = VelAdd
trigger1 = time >= 7
y = 0.5

[State 234, 7]
type = ChangeState
triggerall = time >= 7
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 235

;---------------------------------------------------------------------------
; 投げやられダウン２
[Statedef 235]
type    = L
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 235, 1]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 235, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 235, 3]
type = ChangeAnim
trigger1 = time = 0
value = 5170

[State 235, 4]
type = ChangeAnim
trigger1 = anim = 5170
trigger1 = animtime = 0
value = 5110

[State 235, 5]
type = SelfState
trigger1 = life = 0
trigger1 = time = 20
value = 5110

[State 235, 6]
type = SelfState
trigger1 = time = 21
value = 5120

;---------------------------------------------------------------------------
; 愚者の嘆き（相手投げやられ）
[Statedef 238]
type    = A
movetype= H
physics = N
poweradd = 0
sprpriority = 1

[State 238, 1]
type = ChangeState
trigger1 = time = [1,5]
trigger1 = !gethitvar(isbound)
value = 239

[State 238, 2]
type = SprPriority
trigger1 = 1
value = 1

[State 238, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 237

[State 238, 4]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 238, 5]
type = PalFx
trigger1 = animtime >= -1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 238, 6]
type = ChangeState
trigger1 = animtime = 0
value = 233

;---------------------------------------------------------------------------
; 投げ相打ちやられ
[Statedef 239]
type    = A
movetype= H
physics = N
poweradd = 0
sprpriority = 1

[State 239, 1]
type = ChangeAnim
trigger1 = time <= 6
value = 5030

[State 239, 2]
type = OffSet
trigger1 = time < 6
trigger1 = (gametime%2) = 0
x = -1

[State 239, 3]
type = OffSet
trigger1 = time < 6
trigger1 = (gametime%2) = 1
x = 1

[State 239, 4]
type = ChangeAnim
trigger1 = time = 6
value = 5035

[State 239, 5]
type = ChangeAnim
trigger1 = time > 6
trigger1 = vel y > -1
trigger1 = anim != 5050
value = 5050

[State 239, 6]
type = VelSet
trigger1 = time = 6
x = -3
y = -7.5

[State 239, 7]
type = VelAdd
trigger1 = time > 6
y = 0.47

[State 239, 8]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 弾きくらい１
[Statedef 720]
type    = U
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 720, 1]
type = ChangeAnim
trigger1 = time <= 4
value = anim
elem = animelemno(0)

[State 720, 2]
type = ChangeState
trigger1 = time > 4
value = 721

;---------------------------------------------------------------------------
; 弾きくらい２
[Statedef 721]
type    = U
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0

[State 721, 1]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "ohgaki"
value = 5910,0

[State 721, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HAL"
value = 5005,0

[State 721, 3]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "abuhachi" && name = "Lee Rekka"
value = 0,14

[State 721, 4]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "abuhachi" && name = "Hyo Amano"
value = 0,16

[State 721, 5]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "abuhachi" && name = "Musashi Akatsuki"
value = 5000,4

[State 721, 6]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "abuhachi" && name = "Kouryu"
value = 0,22

[State 721, 7]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HSR" && name = "Setsuna"
value = 10,10

[State 721, 8]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HSR" && name = "Hibiki Takane"
value = 10,37

[State 721, 9]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "Roque & Nanashi" && name = "NewAkari"
value = 800,1

[State 721, 10]
type = AttackDist
trigger1 = 1
value = 0

[State 721, 11]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 721, 12]
type = OffSet
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(3) < 0
trigger1 = (time%2) = 0
x = -1

[State 721, 13]
type = OffSet
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(3) < 0
trigger1 = (time%2) = 1
x = 1

[State 721, 14]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = statetype = S
value = 720

[State 721, 15]
type = ChangeAnim2
triggerall = time = 0
trigger1 = statetype = C
trigger2 = statetype = L
value = 721

[State 721, 16]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = statetype = A
value = 722

[State 721, 17]
type = StateTypeSet
trigger1 = anim = 721
statetype = C

[State 721, 18]
type = HitFallSet
trigger1 = anim = 722
value = 1

[State 721, 19]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 722
trigger1 = selfanimexist(5061)
value = 5061

[State 721, 20]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 722
trigger1 = selfanimexist(5061) = 0
value = 5050

[State 721, 21]
type = VelSet
trigger1 = animelem = 1
trigger1 = anim = 5050 || anim = 5061
x = -1
y = -8

[State 721, 22]
type = VelAdd
trigger1 = anim = 5050 || anim = 5061
y = 0.45

[State 721, 23]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 88721

[State 721, 24]
type = SelfState
trigger1 = anim != 722
trigger1 = anim != 5050
trigger1 = anim != 5061
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ガードクラッシュ
[Statedef 59100]
type    = S
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0

[State 59100, 1]
type = LifeAdd
trigger1 = time = 0
trigger1 = authorname != "ohgaki"
value = -1
kill = 0

[State 59100, 2]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "ohgaki"
value = 5910,0

[State 59100, 3]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HAL"
value = 5005,0

[State 59100, 4]
type = PlaySnd
trigger1 = authorname = "abuhachi" && name = "Lee Rekka"
trigger1 = Time = 0
value = 0,14

[State 59100, 5]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "abuhachi" && name = "Hyo Amano"
value = 0,16

[State 59100, 6]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "abuhachi" && name = "Musashi Akatsuki"
value = 5000,4

[State 59100, 7]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "abuhachi" && name = "Kouryu"
value = 0,22

[State 59100, 8]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HSR" && name = "Setsuna"
value = 10,10

[State 59100, 9]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "HSR" && name = "Hibiki Takane"
value = 10,37

[State 59100, 10]
type = PlaySnd
trigger1 = time = 0
trigger1 = authorname = "Roque & Nanashi" && name = "NewAkari"
value = 800,1

[State 59100, 11]
type = ChangeAnim
trigger1 = selfanimexist(5910)
trigger1 = selfanimexist(5911)
trigger1 = time = 0
value = 5910

[State 59100, 12]
type = StateTypeSet
trigger1 = time = 4
movetype = I

[State 59100, 13]
type = OffSet
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(3) < 0
trigger1 = (time%2) = 0
x = -1

[State 59100, 14]
type = OffSet
trigger1 = animelemtime(2) > 0
trigger1 = animelemtime(3) < 0
trigger1 = (time%2) = 1
x = 1

[State 59100, 15]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 59100, 16]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = anim != 5910
value = 720

[State 59100, 17]
type = ChangeAnim
trigger1 = anim = 5910
trigger1 = time = 46
value = 5911

[State 59100, 18]
type = OffSet
trigger1 = anim = 5910
trigger1 = (time%2) = 0
x = -1

[State 59100, 19]
type = OffSet
trigger1 = anim = 5910
trigger1 = (time%2) = 1
x = 1

[State 59100, 20]
type = SelfState
trigger1 = anim = [720,721]
trigger1 = animtime = 0
trigger2 = anim = 5911
trigger2 = animtime = 0 || time >= 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 気絶やられ
[Statedef 59200]
type    = A
movetype= H
physics = N
poweradd = 0
velset = 0,0
sprpriority = 1

[State 59200, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 59200, 2]
type = ChangeAnim
trigger1 = time <= 6
value = 5030

[State 59200, 3]
type = OffSet
trigger1 = time < 6
trigger1 = (gametime%2) = 0
x = -1

[State 59200, 4]
type = OffSet
trigger1 = time < 6
trigger1 = (gametime%2) = 1
x = 1

[State 59200, 5]
type = ChangeAnim
trigger1 = time = 6
value = 5035

[State 59200, 6]
type = ChangeAnim
trigger1 = time > 6
trigger1 = vel y > -1
trigger1 = anim != 5050
value = 5050

[State 59200, 7]
type = VelSet
trigger1 = time = 6
x = -3
y = -7.5

[State 59200, 8]
type = VelAdd
trigger1 = time > 6
y = 0.47

[State 59200, 9]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 59201

;---------------------------------------------------------------------------
; 気絶ダウン１
[Statedef 59201]
type    = L
movetype= H
physics = N
juggle  = 0
velset = -3,-4
ctrl = 0
poweradd = 0
sprpriority = 0

[State 59201, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 59201, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 59201, 3]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 59201, 4]
type = PosFreeze
trigger1 = Time <= 6
time = 0

[State 59201, 5]
type = ChangeAnim
trigger1 = time <= 6
value = 5100

[State 59201, 6]
type = ChangeAnim
trigger1 = time = 7
value = 5160

[State 59201, 7]
type = VelAdd
trigger1 = time >= 7
y = 0.5

[State 59201, 8]
type = ChangeState
triggerall = time >= 7
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 59202

;---------------------------------------------------------------------------
; 気絶ダウン２
[Statedef 59202]
type    = L
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 59202, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 59202, 2]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 59202, 3]
type = PosSet
trigger1 = time = 0
y = 0

[State 59202, 4]
type = ChangeAnim
trigger1 = time = 0
value = 5170

[State 59202, 5]
type = ChangeAnim
trigger1 = anim = 5170
trigger1 = animtime = 0
value = 5110

[State 59202, 6]
type = SelfState
trigger1 = life = 0
trigger1 = time = 20
value = 5110

[State 59202, 7]
type = ChangeState
trigger1 = time = 21
value = 59203

;---------------------------------------------------------------------------
; 気絶起き上がり
[Statedef 59203]
type    = L
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 59203, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 59203, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5120

[State 59203, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim != 5120
trigger2 = time >= 60
value = 59204

;---------------------------------------------------------------------------
; 気絶中
[Statedef 59204]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 59204, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 59204, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 59204, 3]
type = SelfState
trigger1 = teammode = single || teammode = turns
trigger1 = enemy,teammode = single || enemy,teammode = turns
trigger1 = time = 180 - enemy,var(28)
trigger2 = time = 180
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 通常吹き飛び（追撃可能）
[Statedef 77000]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 0

[State 77000, 1]
type = HitFallSet
trigger1 = 1
value = 1

[State 77000, 2]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 77000, 3]
type = VelAdd
trigger1 = time >= 1
y = GetHitVar(yaccel)

[State 77000, 4]
type = HitVelSet
trigger1 = time = 1
x = 1
y = 1

[State 77000, 5]
type = ChangeAnim2
trigger1 = time = 0
value = 5030

[State 77000, 6]
type = ChangeAnim2
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 77000, 7]
type = ChangeAnim2
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 2 && vel y > -7 && anim != 5050
value = 5050

[State 77000, 8]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 垂直吹き飛び（追撃可能）
[Statedef 77001]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 0

[State 77001, 1]
type = HitFallSet
trigger1 = 1
value = 1

[State 77001, 2]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 77001, 3]
type = VelAdd
trigger1 = time >= 1
y = GetHitVar(yaccel)

[State 77001, 4]
type = HitVelSet
trigger1 = time = 1
x = 1
y = 1

[State 77001, 5]
type = ChangeAnim
trigger1 = selfanimexist(5030)
trigger1 = selfanimexist(5051) = 0
trigger1 = time = 0
value = 5030

[State 77001, 6]
type = ChangeAnim
trigger1 = selfanimexist(5051)
trigger1 = time = 0
value = 5051

[State 77001, 7]
type = ChangeAnim
trigger1 = selfanimexist(5035)
trigger1 = time = 0 && anim = 5030
value = 5035

[State 77001, 8]
type = ChangeAnim
triggerall = selfanimexist(5050)
triggerall = selfanimexist(5061) = 0
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 2 && vel y > -2 && anim != 5050 && anim != 5061
value = 5050

[State 77001, 9]
type = ChangeAnim
triggerall = selfanimexist(5061)
trigger1 = time > 2 && vel y > -2 && anim != 5061
value = 5061

[State 77001, 10]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 88721

;---------------------------------------------------------------------------
; 通常吹き飛び（追撃不可）
[Statedef 77002]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 0
velset = 0,0

[State 77002, 1]
type = NotHitBy
trigger1 = enemy,teammode = single || enemy,teammode = turns
value = SCA,AA,AT,AP
time = 1

[State 77002, 2]
type = PosSet
trigger1 = time = 0 && pos y > 0
y = 0

[State 77002, 3]
type = HitVelSet
trigger1 = time = 4
x = 1
y = 1

[State 77002, 4]
type = VelAdd
trigger1 = time >= 4
y = GetHitVar(yaccel)

[State 77002, 5]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 77002, 6]
type = ChangeAnim
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 77002, 7]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 6 && vel y > -7 && anim != 5050
value = 5050

[State 77002, 8]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 燃焼吹き飛び（追撃不可）
[Statedef 77003]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 0
velset = 0,0

[State 77003, 1]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 77003, 2]
type = NotHitBy
trigger1 = enemy,teammode = single || enemy,teammode = turns
value = SCA,AA,AT,AP
time = 1

[State 77003, 3]
type = PosSet
trigger1 = time = 0 && pos y > 0
y = 0

[State 77003, 4]
type = HitVelSet
trigger1 = time = 3
x = 1
y = 1

[State 77003, 5]
type = VelAdd
trigger1 = time >= 3
y = GetHitVar(yaccel)

[State 77003, 6]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 77003, 7]
type = ChangeAnim
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 77003, 8]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 5 && vel y > -7 && anim != 5050
value = 5050

[State 77003, 9]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 燃焼吹き飛び（追撃可能）
[Statedef 77004]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 0
velset = 0,0

[State 77004, 1]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 77004, 2]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 77004, 3]
type = PosSet
trigger1 = time = 0 && pos y > 0
y = 0

[State 77004, 4]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 77004, 5]
type = VelAdd
trigger1 = time >= 0
y = GetHitVar(yaccel)

[State 77004, 6]
type = ChangeAnim2
trigger1 = time = 0
value = 5030

[State 77004, 7]
type = ChangeAnim2
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 77004, 8]
type = ChangeAnim2
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 2 && vel y > -7 && anim != 5050
value = 5050

[State 77004, 9]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 燃焼吹き飛び（追撃可能・乱舞地獄の劫火専用）
[Statedef 77005]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 0
velset = 0,0

[State 77005, 1]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 77004, 2]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 77005, 3]
type = PosSet
trigger1 = time = 0 && pos y > 0
y = 0

[State 77005, 4]
type = HitVelSet
trigger1 = time = 3
x = 1
y = 1

[State 77005, 5]
type = VelAdd
trigger1 = time >= 3
y = GetHitVar(yaccel)

[State 77005, 6]
type = ChangeAnim2
trigger1 = time = 0
value = 5030

[State 77005, 7]
type = ChangeAnim2
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 77005, 8]
type = ChangeAnim2
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 5 && vel y > -7 && anim != 5050
value = 5050

[State 77005, 9]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 通常吹き飛び（追撃可能・乱舞冥府への導き専用）
[Statedef 77006]
type    = A
movetype= H
physics = N
ctrl = 0
poweradd = 0
velset = 0,0

[State 77006, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 77006, 2]
type = PosSet
trigger1 = time = 0 && pos y > 0
y = 0

[State 77006, 3]
type = HitVelSet
trigger1 = time = 4
x = 1
y = 1

[State 77006, 4]
type = VelAdd
trigger1 = time >= 4
y = GetHitVar(yaccel)

[State 77006, 5]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 77006, 6]
type = ChangeAnim
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 77006, 7]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 6 && vel y > -7 && anim != 5050
value = 5050

[State 77006, 8]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 234

;---------------------------------------------------------------------------
; 崩れ落ちダウン
[Statedef 85950]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 85950, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 85950, 2]
type = PosSet
trigger1 = 1
y = 0

[State 85950, 3]
type = ChangeAnim
trigger1 = time = 0
value = 5012

[State 85950, 4]
type = ChangeAnim
triggerall = anim = 5012
trigger1 = animelemtime(animelemno(0)+1) = 0
trigger1 = animelemtime(animelemno(0)) = 5
trigger2 = anim = 5012 && animtime = 0
value = 5017

[State 85950, 5]
type = ChangeAnim2
triggerall = anim = 5017
triggerall = !selfanimexist(5950)
trigger1 = animelemtime(animelemno(0)+1) = 0
trigger1 = animelemtime(animelemno(0)) = 5
trigger2 = anim = 5017 && animtime = 0
value = 85950

[State 85950, 6]
type = ChangeAnim
triggerall = anim = 5017
triggerall = selfanimexist(5950)
trigger1 = animelemtime(animelemno(0)+1) = 0
trigger1 = animelemtime(animelemno(0)) = 5
trigger2 = anim = 5017 && animtime = 0
value = 5950

[State 85950, 7]
type = ChangeAnim
triggerall = anim = 5017
triggerall = animtime = 0
trigger1 = selfanimexist(5600)
trigger1 = authorname = "abuhachi"
value = 5600

[State 85950, 8]
type = ChangeAnim
triggerall = anim = 5017
triggerall = animtime = 0
trigger1 = name = "Setsuna" && authorname = "HSR"
trigger2 = name = "Hibiki Takane" && authorname = "HSR"
value = 3056
elem = 17

[State 85950, 9]
type = ChangeAnim
triggerall = anim = 5017
triggerall = animtime = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "ahuron"
trigger2 = name = "Mukuro" && authorname = "ahuron"
trigger3 = name = "Ponta" && authorname = "ahuron"
value = 5400

[State 85950, 10]
type = PosAdd
triggerall = anim = 5017
triggerall = animtime = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "ahuron"
trigger2 = name = "Mukuro" && authorname = "ahuron"
x = 30

[State 85950, 11]
type = ChangeAnim
triggerall = anim = 5017
triggerall = animtime = 0
trigger1 = name = "Chibi Suika" && authorname = "ika"
value = 1213
elem = 17

[State 85950, 12]
type = ChangeAnim
trigger1 = anim = 85950
trigger1 = time = 75
trigger2 = !selfanimexist(5111)
trigger2 = anim != 5950
trigger2 = anim != 5110 && time = 75
trigger3 = !selfanimexist(5111)
trigger3 = !(life <= 0 || !alive)
trigger3 = anim = 5950 && time = 75
trigger4 = !selfanimexist(5111)
trigger4 = life <= 0 || !alive
trigger4 = anim = 5950 && animelemtime(animelemno(0)+1) = 0
value = 5110

[State 85950, 13]
type = ChangeAnim
triggerall = anim != 85950
triggerall = selfanimexist(5111)
trigger1 = anim != 5950
trigger1 = anim != 5111 && time = 75
trigger2 = anim != 5012 && anim != 5017
trigger2 = animtime = 0
trigger3 = !(life <= 0 || !alive)
trigger3 = anim = 5950 && time = 75
trigger4 = life <= 0 || !alive
trigger4 = anim = 5950 && animelemtime(animelemno(0)+1) = 0
value = 5111

[State 85950, 14]
type = SelfState
triggerall = life <= 0 || !alive
trigger1 = (anim = [5110,5111]) && time > 5
trigger2 = anim != 5950 && time = 90
value = 5110

[State 85950, 15]
type = SelfState
triggerall = life > 0 || alive
trigger1 = time = 90
value = 5120

;---------------------------------------------------------------------------
; くらい復帰
[Statedef 88100]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 88100, 1]
type = PalFx
trigger1 = time = 0
add = 0,0,0
time = 1

[State 88100, 2]
type = Turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 88100, 3]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 88100, 4]
type = HitBy
trigger1 = 1
value = A,AT
time = 2

[State 88100, 5]
type = HitBy
trigger1 = 1
value2 = SCA,AA,AP
time = 5

[State 88100, 6]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 88100, 7]
type = ChangeAnim
trigger1 = selfanimexist(5035)
trigger1 = anim = 5030
trigger1 = animtime = 0
value = 5035

[State 88100, 8]
type = ChangeAnim
trigger1 = selfanimexist(5035) = 0
trigger1 = animtime = 0 || pos y > 0
trigger2 = anim = 5035
trigger2 = animtime = 0 || pos y > 0
value = 5040

[State 88100, 9]
type = VelSet
trigger1 = time = 1
x = -3
y = -7.5

[State 88100, 10]
type = VelAdd
trigger1 = time >= 1
y = 0.47

[State 88100, 11]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
; 相手中段くらい
[Statedef 88210]
type    = S
movetype= H
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2

[State 88210, 1]
type = ChangeAnim2
trigger1 = selfanimexist(5975) = 0
trigger1 = time <= 11
value = 211

[State 88210, 2]
type = ChangeAnim
trigger1 = selfanimexist(5975)
trigger1 = time <= 11
value = 5975

[State 88210, 3]
type = ChangeAnim
triggerall = time <= 11
trigger1 = name = "Shinnosuke Kagami" && authorname = "ahuron"
trigger2 = name = "Mukuro" && authorname = "ahuron"
trigger3 = name = "Ponta" && authorname = "ahuron"
value = 266

[State 88210, 4]
type = ChangeAnim
triggerall = time <= 11
trigger1 = authorname = "abuhachi"
trigger1 = selfanimexist(17264)
value = 17264

[State 88210, 5]
type = StateTypeSet
trigger1 = time > 10
movetype = I

[State 88210, 6]
type = VelSet
trigger1 = time > 11
x = -1.31

[State 88210, 7]
type = OffSet
trigger1 = time <= 11
trigger1 = (time%2) = 0
x = -1

[State 88210, 8]
type = OffSet
trigger1 = time <= 13
trigger1 = (time%2) = 1
x = 1

[State 88210, 9]
type = VelSet
trigger1 = time = 68
x = 0

[State 88210, 10]
type = ChangeAnim
trigger1 = anim != 211
trigger1 = time = 60
trigger1 = authorname = "ohgaki" && name = "Shinnosuke Kagami"
value = 5005

[State 88210, 11]
type = ChangeAnim2
trigger1 = anim != 211
trigger1 = time = 60
trigger1 = authorname != "ohgaki" && name != "Shinnosuke Kagami"
value = 212

[State 88210, 12]
type = ChangeState
trigger1 = time = 13
trigger1 = life = 0 || !alive
value = 77001

[State 88210, 13]
type = SelfState
trigger1 = time >= 68
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 負の裁き（相手くらい１）
[Statedef 88510]
type    = A
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 88510, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 88510, 2]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 88510, 3]
type = ChangeAnim
trigger1 = time < 10
value = 5030

[State 88510, 4]
type = ChangeAnim
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 88510, 5]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 12 && vel y > -7 && anim != 5050
value = 5050

[State 88510, 6]
type = VelSet
trigger1 = time = 10
x = -4
y = -11.5

[State 88510, 7]
type = VelAdd
trigger1 = time >= 10
y = 0.75

[State 88510, 8]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 234

;---------------------------------------------------------------------------
; 負の裁き（相手くらい２）
[Statedef 88515]
type    = A
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 88515, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 88515, 2]
type = LifeSet
trigger1 = alive && time >= 2
trigger1 = life <= 7
value = 1

[State 88515, 3]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 88515, 4]
type = ChangeAnim
trigger1 = time < 4
value = 5030

[State 88515, 5]
type = ChangeAnim
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 88515, 6]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 6 && vel y > -7 && anim != 5050
value = 5050

[State 88515, 7]
type = VelSet
trigger1 = time = 4
x = -3.75
y = -12.5

[State 88515, 8]
type = VelAdd
trigger1 = time >= 4
y = 0.7

[State 88515, 9]
type = LifeSet
trigger1 = life < 7
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0

[State 88515, 10]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 234

;---------------------------------------------------------------------------
; 紺碧の猛禽（相手くらい１）
[Statedef 88520]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 88520, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 88520, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 88520, 3]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 88520, 4]
type = LifeSet
trigger1 = alive && time >= 2
trigger1 = life <= 7
value = 1

[State 88520, 5]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 88520, 6]
type = ChangeAnim2
trigger1 = time < 12
value = 5030

[State 88520, 7]
type = ChangeAnim2
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 88520, 8]
type = ChangeAnim2
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 14 && vel y > -7 && anim != 5050
value = 5050

[State 88520, 9]
type = VelSet
trigger1 = time = 12
x = -4
y = -10

[State 88520, 10]
type = VelAdd
trigger1 = time > 12
y = 0.5

[State 88520, 11]
type = LifeSet
trigger1 = life < 7
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0

[State 88520, 12]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 234

;---------------------------------------------------------------------------
; 紺碧の猛禽（相手くらい２）
[Statedef 88521]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 88521, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 88521, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 88521, 3]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 88521, 4]
type = LifeSet
trigger1 = alive && time >= 2
trigger1 = life <= 7
value = 1

[State 88521, 5]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 88521, 6]
type = ChangeAnim2
trigger1 = time < 10
value = 5030

[State 88521, 7]
type = ChangeAnim2
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 88521, 8]
type = ChangeAnim2
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 12 && vel y > -5 && anim != 5050
value = 5050

[State 88521, 9]
type = VelSet
trigger1 = time = 10
x = 0
y = -7

[State 88521, 10]
type = VelAdd
trigger1 = time > 10
y = 0.45

[State 88521, 11]
type = LifeSet
trigger1 = life < 7
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0

[State 88521, 12]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 234

;---------------------------------------------------------------------------
; 紺碧の猛禽（相手くらい３）
[Statedef 88522]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 88522, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 88522, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 88522, 3]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 88522, 4]
type = LifeSet
trigger1 = alive && time >= 2
trigger1 = life <= 7
value = 1

[State 88522, 5]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 88522, 6]
type = ChangeAnim2
trigger1 = time = 0
value = 5030

[State 88522, 7]
type = ChangeAnim2
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 88522, 8]
type = ChangeAnim2
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 2 && vel y > -7 && anim != 5050
value = 5050

[State 88522, 9]
type = VelSet
trigger1 = time = 1
x = -2.5
y = -12

[State 88522, 10]
type = VelAdd
trigger1 = time >= 1
y = 0.7

[State 88522, 11]
type = LifeSet
trigger1 = life < 7
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0

[State 88522, 12]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 234

;---------------------------------------------------------------------------
; 紺碧の猛禽（相手くらい４）
[Statedef 88523]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 88523, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 88523, 2]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 88523, 3]
type = LifeSet
trigger1 = alive && time >= 2
trigger1 = life <= 7
value = 1

[State 88523, 4]
type = PalFx
trigger1 = 1
time = 1
mul = 110,140,240
add = 80,40,80
color = 0

[State 88523, 5]
type = ChangeAnim2
trigger1 = time = 0
value = 5030

[State 88523, 6]
type = ChangeAnim2
trigger1 = selfanimexist(5035)
trigger1 = animtime = 0 && anim = 5030
value = 5035

[State 88523, 7]
type = ChangeAnim2
trigger1 = anim = 5035 && animtime = 0
trigger2 = time > 2 && vel y > -10 && anim != 5050
value = 5050

[State 88523, 8]
type = VelSet
trigger1 = time = 1
x = -2.75
y = -16

[State 88523, 9]
type = VelAdd
trigger1 = time >= 1
y = 0.9

[State 88523, 10]
type = LifeSet
trigger1 = life < 7
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0

[State 88523, 11]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 234

;---------------------------------------------------------------------------
; 垂直ダウン
[Statedef 88721]
type    = L
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 88721, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 88721, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 88413

[State 88721, 3]
type = ChangeAnim
triggerall = time = [0,4]
trigger1 = selfanimexist(5101)
trigger1 = selfanimexist(5161)
trigger1 = selfanimexist(5111)
value = 5101

[State 88721, 4]
type = ChangeAnim
trigger1 = selfanimexist(5161)
trigger1 = anim = 5101
trigger1 = time = 5
value = 5161

[State 88721, 5]
type = ChangeAnim
trigger1 = anim != 5111
trigger1 = anim = 5161
trigger1 = animelemtime(animelemno(0)+1)=0
value = 5111

[State 88721, 6]
type = ChangeAnim
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
trigger1 = anim != 5101 && anim != 5161 && anim != 5111
trigger1 = time < 5
value = 5100

[State 88721, 7]
type = ChangeAnim
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
trigger1 = anim != 5101 && anim != 5161 && anim != 5111
trigger1 = time = 5
value = 5170

[State 88721, 8]
type = ChangeAnim
trigger1 = selfanimexist(5100)
trigger1 = selfanimexist(5110)
trigger1 = selfanimexist(5170)
trigger1 = anim != 5101 && anim != 5161 && anim != 5111
trigger1 = anim = 5170 || anim = 5160
trigger1 = animtime = 0
value = 5110

[State 88721, 9]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 88721, 10]
type = PosSet
trigger1 = 1
y = 0

[State 88721, 11]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 88721, 12]
type = SelfState
trigger1 = life = 0 || !alive
trigger1 = anim = [5110,5111]
value = 5110

[State 88721, 13]
type = SelfState
trigger1 = time = 40
value = 5120
