;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 弱禿鷲
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= ceil(ifelse(var(2)=0,4,2)*fvar(4))
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 1

;---------------------[効果音]
[State 1000, 1];はげわしぃぃ！
type = PlaySnd
trigger1 = animelem = 7
value = 1000,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 201,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,2

;---------------------[移動]
[State 1000, 2]
type = PosAdd
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 8

;---------------------[ヘルパー]
[State 1000, 3]
type = Helper
trigger1 = animelem = 7
stateno = 1010
id = 1000
name = "hagewashi_a"
helpertype = normal
pos = 68,-54
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[エフェクト]
[State 1000, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1000, 4]
type = Explod
trigger1 = animelem = 6
anim = 8130
id = 8130
postype = p1
pos = 20,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[ステートチェンジ]
[State 1000, 5];啄み
type = ChangeState
triggerall = var(59) = 0
trigger1 = numhelper(1000) > 0
trigger1 = animelem = 7, >= 0
trigger1 = helper(1000),stateno != 1020
trigger1 = command = "holdup" && command = "a"
value = 1030

[State 1000, AI];啄み
type = ChangeState
triggerall = Var(59) = [1,10]
triggerall = NumPartner
triggerall = Partner,Alive && Partner,Life > 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = NumHelper(1000) > 0
trigger1 = AnimElem = 7, >= 0
trigger1 = Helper(1000),StateNo != 1020
trigger1 = Helper(1000),Time >= 35
trigger1 = Helper(1000),P2MoveType = H || Helper(1000),P2StateType != S
trigger1 = Helper(1000),P2BodyDist X = [-15,15]
trigger1 = Random < Var(59) * 10
value = 1030

[State 1000, 5]
type = ChangeState
trigger1 = animelem = 7, >= 0
trigger1 = numhelper(1000) = 0
value = 1005

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 強禿鷲
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= ceil(ifelse(var(2)=0,4,2)*fvar(4))
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 1

;---------------------[効果音]
[State 1001, 1];はげわしぃぃ！
type = PlaySnd
trigger1 = animelem = 7
value = 1000,0

[State 1001, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 201,0

[State 1001, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 1000,2

;---------------------[移動]
[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
x = 8

;---------------------[ヘルパー]
[State 1001, 3]
type = Helper
trigger1 = animelem = 7
stateno = 1011
id = 1000
name = "hagewashi_b"
helpertype = normal
pos = 68,-54
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[エフェクト]
[State 1001, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1001, 4]
type = Explod
trigger1 = animelem = 6
anim = 8130
id = 8130
postype = p1
pos = 20,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[ステートチェンジ]
[State 1001, 5];啄み
type = ChangeState
triggerall = var(59) = 0
trigger1 = numhelper(1000) > 0
trigger1 = animelem = 7, >= 0
trigger1 = helper(1000),stateno != 1020
trigger1 = command = "holdup" && command = "a"
value = 1030

[State 1001, AI];啄み
type = ChangeState
triggerall = Var(59) = [1,10]
triggerall = NumPartner
triggerall = Partner,Alive && Partner,Life > 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = NumHelper(1000) > 0
trigger1 = AnimElem = 7, >= 0
trigger1 = Helper(1000),StateNo != 1020
trigger1 = Helper(1000),Time >= 35
trigger1 = Helper(1000),P2MoveType = H || Helper(1000),P2StateType != S
trigger1 = Helper(1000),P2BodyDist X = [-15,15]
trigger1 = Random < Var(59) * 10
value = 1030

[State 1001, 5]
type = ChangeState
trigger1 = animelem = 7, >= 0
trigger1 = numhelper(1000) = 0
value = 1005

;---------------------------------------------------------------------------
; 禿鷲（終了掴み）
[Statedef 1005]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 1

;---------------------[アニメ変更]
[State 1005, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim = 1000
value = 1005

[State 1005, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = 1001
trigger2 = prevstateno = 1030
value = 1006

;---------------------[効果音]
[State 1005, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,3

;---------------------[移動]
[State 1005, 3]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = -8

;---------------------[エフェクト]
[State 1005, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[ステート変更]
[State 1005, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 啄み
[Statedef 1030]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 1

;---------------------[効果音]
[State 1030, 1];啄めぇぇ！
type = PlaySnd
trigger1 = animelem = 1
value = 1000,1

[State 1030, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,2

;---------------------[移動]
[State 1030, 2]
type = PosAdd
trigger1 = animelem = 2
x = 8

;---------------------[エフェクト]
[State 1030, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[ステート変更]
[State 1030, 4]
type = ChangeState
trigger1 = animelem = 4, >= 0
trigger1 = numhelper(1000) = 0
value = 1005

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 弱廻転肝えぐり
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= ceil(ifelse(var(2)=0,4,2)*fvar(4))
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 1

;---------------------[攻撃]
[State 1100, 1]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 15
trigger6 = animelem = 17
attr = S,SA
damage = floor(ceil(ifelse(var(2)=1,4,5)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(1*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 3,3
sparkno = s7009
sparkxy = -15,-73
hitsound = s215,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -5.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -9.5
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -3.75
airguard.cornerpush.veloff = -3.75
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1100)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 1100, 1]
type = HitDef
trigger1 = animelem = 7
attr = S,SA
damage = floor(ceil(ifelse(var(2)=1,4,5)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(1*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 3,3
sparkno = s7009
sparkxy = -15,-40
hitsound = s215,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -3
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -4.5
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -3.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -3.75
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1100)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 1100, 1]
type = HitDef
trigger1 = animelem = 18
trigger2 = animelem = 19
trigger3 = animelem = 21
trigger4 = animelem = 23
trigger5 = animelem = 25
trigger6 = animelem = 28
trigger7 = animelem = 30
trigger8 = animelem = 32
attr = S,SA
damage = floor(ceil(ifelse(var(2)=0,4,2)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(1*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 3,3
sparkno = s7009
sparkxy = -15,-73
hitsound = s215,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -5.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -9.5
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -3.75
airguard.cornerpush.veloff = -3.75
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1100)
nochainid = ifelse(p2statetype=A,42221,-1)

[State 1100, 1]
type = HitDef
trigger1 = animelem = 26
attr = S,SA
damage = floor(ceil(ifelse(var(2)=0,4,2)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(1*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 3,3
sparkno = s7009
sparkxy = -15,-40
hitsound = s215,random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -3
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -4.5
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -3.5
air.cornerpush.veloff = -9
guard.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -3.75
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1100)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[効果音]
[State 1100, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 1100,0

[State 1100, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 1000,2

;---------------------[エフェクト]
[State 1100, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1100, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 1100, 3];禿鷲
type = Explod
trigger1 = animelem = 5
anim = 1105
id = 4000
sprpriority = 3
postype = p1
pos = 77,-62
bindtime = -1
removetime = 32
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
removeongethit = 1
ignorehitpause = 0

[State 1100, 3];禿鷲エフェクト
type = Explod
trigger1 = animelem = 5
anim = 1106
id = 4001
sprpriority = 4
postype = p1
pos = 77,-62
bindtime = -1
removetime = 32
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
removeongethit = 1
ignorehitpause = 0

[State 1100, 3]
type = ModifyExplod
trigger1 = time%2 = 0
id = 4001
trans = none

[State 1100, 3]
type = ModifyExplod
trigger1 = time%2 = 1
id = 4001
trans = addalpha
alpha = 0,256

[State 1100, 3];血
type = Explod
triggerall = time > 0 && movehit = 1
trigger1 = animelemtime(5) >= 0 && animelemtime(7) < 0
trigger2 = animelemtime(9) >= 0 && animelemtime(26) < 0
trigger3 = animelemtime(28) >= 0
anim = 7051
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 13
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 1100, 3];血
type = Explod
triggerall = time > 0 && movehit = 1
trigger1 = animelemtime(7) >= 0 && animelemtime(9) < 0
trigger2 = animelemtime(26) >= 0 && animelemtime(28) < 0
anim = 7053
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 13
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 1100, 3]
type = Explod
trigger1 = animelem = 4
anim = 8130
id = 8130
postype = p1
pos = 120,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[移動]
[State 1100, 4]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 5
x = 24

[State 1100, 4]
type = PosAdd
trigger1 = animelem = 34
trigger2 = animelem = 37
x = -16

[State 1100, 4]
type = PosAdd
trigger1 = animelem = 35
trigger2 = animelem = 36
x = -8

;---------------------[変数]
[State 1100, 5];スロー再現
type = VarSet
trigger1 = movecontact = 1
v = 16
value = 10

[State 1100, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 3
ignorehitpause = 1

[State 1100, 5]
type = VarSet
trigger1 = time = 0
trigger2 = animtime = 0
v = 5
value = 0
ignorehitpause = 1

[State 1100, 5]
type = VarSet
trigger1 = time = 0
trigger2 = animtime = 0
v = 6
value = 0
ignorehitpause = 1

[State 1100, 5]
type = VarSet
triggerall = var(59) = 0
triggerall = var(5) >= 0
trigger1 = command = "a"
trigger1 = animelemtime(2) > 5
v = 5
value = -1
ignorehitpause = 1

[State 1100, 5]
type = VarAdd
triggerall = var(59) = 0
triggerall = var(5) >= 0
trigger1 = command = "x"
trigger1 = animelemtime(2) > 5
v = 5
value = 1
ignorehitpause = 1

[State 1100, 5]
type = VarSet
trigger1 = var(5) >= 3
v = 6
value = 12
ignorehitpause = 1

[State 1100, 5]
type = VarSet
trigger1 = var(5) >= 3
v = 5
value = 0
ignorehitpause = 1

[State 1100, 5]
type = VarAdd
trigger1 = var(6) > 0
v = 6
value = -1
ignorehitpause = 1

[State 1100, 5]
type = VarAdd
triggerall = Var(59) = [1,10]
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = animelemtime(2) > 5
trigger1 = Random < Var(59) * 100
v = 5
value = 1
ignorehitpause = 1

;---------------------[ステート変更]
[State 1100, 6]
type = StateTypeSet
trigger1 = animelem = 34
movetype = I

[State 1100, 6]
type = ChangeState
trigger1 = animelem = 20
trigger1 = var(6) > 0
value = 1110

[State 1100, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 弱廻転肝えぐり（ぶち撒き）
[Statedef 1110]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 1110
ctrl = 0
sprpriority = 1

;---------------------[効果音]
[State 1110, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1100,1

;---------------------[エフェクト]
[State 1110, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1110, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4001

;---------------------[移動]
[State 1110, 3]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 5
x = -16

[State 1110, 3]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = -8

;---------------------[ヘルパー]
[State 1110, 4]
type = Helper
trigger1 = animelem = 1
stateno = 1120
id = 1120
name = "kimoeguri_1110"
helpertype = normal
pos = 77,-62
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[変数]
[State 1110, 5];スロー再現
type = VarSet
trigger1 = movecontact = 1
v = 16
value = 10

[State 1110, 5]
type = VarSet
trigger1 = time = 0
v = 5
value = 0
ignorehitpause = 1

[State 1110, 5]
type = VarSet
trigger1 = time = 0
v = 6
value = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1110, 6]
type = StateTypeSet
trigger1 = animelem = 2
movetype = I

[State 1110, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 強廻転肝えぐり
[Statedef 1150]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= ceil(ifelse(var(2)=0,4,2)*fvar(4))
velset = 0,0
anim = 1150
ctrl = 0
sprpriority = 1

;---------------------[攻撃]
[State 1150, 1]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 13
trigger6 = animelem = 15
trigger7 = animelem = 17
trigger8 = animelem = 19
attr = S,SA
damage = floor(ceil(ifelse(var(2)=1,7,8)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(1*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 3,3
sparkno = s7009
sparkxy = -10,-85
hitsound = s220,random%3
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -5.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -10.5
air.type = High
air.velocity = ifelse(var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 20
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = -3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 9999
yaccel = 0.7
id = 1150

[State 1150, 1]
type = HitDef
trigger1 = animelem = 21
trigger2 = animelem = 23
trigger3 = animelem = 25
trigger4 = animelem = 27
trigger5 = animelem = 28
trigger6 = animelem = 30
trigger7 = animelem = 32
trigger8 = animelem = 34
attr = S,SA
damage = floor(ceil(ifelse(var(2)=0,5,ifelse(var(2)=1,3,4))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(1*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 3,3
sparkno = s7009
sparkxy = -10,-85
hitsound = s220,random%3
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -5.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -7.5
air.type = High
air.velocity = ifelse(var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 20
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -8
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 9999
yaccel = 0.7
id = 1150

;---------------------[効果音]
[State 1150, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 1100,0

[State 1150, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 1000,2

;---------------------[エフェクト]
[State 1150, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1150, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 1150, 3];禿鷲
type = Explod
trigger1 = animelem = 5
anim = 1105
id = 4000
sprpriority = 3
postype = p1
pos = 51,-114
bindtime = -1
removetime = 32
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
removeongethit = 1
ignorehitpause = 0

[State 1150, 3];禿鷲エフェクト
type = Explod
trigger1 = animelem = 5
anim = 1106
id = 4001
sprpriority = 4
postype = p1
pos = 51,-114
bindtime = -1
removetime = 32
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
removeongethit = 1
ignorehitpause = 0

[State 1150, 3]
type = ModifyExplod
trigger1 = time%2 = 0
id = 4001
trans = none

[State 1150, 3]
type = ModifyExplod
trigger1 = time%2 = 1
id = 4001
trans = addalpha
alpha = 0,256

[State 1150, 3];血
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7051
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 13
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

;---------------------[変数]
[State 1150, 4];スロー再現
type = VarSet
trigger1 = movecontact = 1
v = 16
value = 10

[State 1150, 4]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 3
ignorehitpause = 1

[State 1150, 4]
type = VarSet
trigger1 = time = 0
trigger2 = animtime = 0
v = 5
value = 0
ignorehitpause = 1

[State 1150, 4]
type = VarSet
trigger1 = time = 0
trigger2 = animtime = 0
v = 6
value = 0
ignorehitpause = 1

[State 1150, 4]
type = VarSet
triggerall = var(59) = 0
triggerall = var(5) >= 0
trigger1 = command = "x"
trigger1 = animelemtime(2) > 5
v = 5
value = -1
ignorehitpause = 1

[State 1150, 4]
type = VarAdd
triggerall = var(59) = 0
triggerall = var(5) >= 0
trigger1 = command = "a"
trigger1 = animelemtime(2) > 5
v = 5
value = 1
ignorehitpause = 1

[State 1150, AI];面倒なので少しズル
type = VarSet
triggerall = var(59) = [1,10]
triggerall = var(5) = 0
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
trigger1 = animelemtime(21) >= -2
trigger1 = enemynear(var(50)),statetype = A
trigger1 = enemynear(var(50)),pos y <= -100
trigger1 = random < var(59) * 100
v = 5
value = 3
ignorehitpause = 1

[State 1150, 4]
type = VarSet
trigger1 = var(5) >= 3
v = 6
value = 12
ignorehitpause = 1

[State 1150, 4]
type = VarSet
trigger1 = var(5) >= 3
v = 5
value = 0
ignorehitpause = 1

[State 1150, 4]
type = VarAdd
trigger1 = var(6) > 0
v = 6
value = -1
ignorehitpause = 1

;---------------------[ステート変更]
[State 1150, 5]
type = StateTypeSet
trigger1 = animelem = 37
movetype = I

[State 1150, 5]
type = ChangeState
trigger1 = animelem = 21
trigger1 = var(6) > 0
value = 1160

[State 1150, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 強廻転肝えぐり（ぶち撒き）
[Statedef 1160]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 1160
ctrl = 0
sprpriority = 1

;---------------------[効果音]
[State 1160, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1100,1

;---------------------[エフェクト]
[State 1160, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1160, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4001

;---------------------[ヘルパー]
[State 1160, 3]
type = Helper
trigger1 = animelem = 1
stateno = 1170
id = 1170
name = "kimoeguri_1160"
helpertype = normal
pos = 51,-114
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[変数]
[State 1160, 4];スロー再現
type = VarSet
trigger1 = movecontact = 1
v = 16
value = 10

[State 1160, 4]
type = VarSet
trigger1 = time = 0
v = 5
value = 0

[State 1160, 4]
type = VarSet
trigger1 = time = 0
v = 6
value = 0

;---------------------[ステート変更]
[State 1160, 5]
type = StateTypeSet
trigger1 = animelem = 2
movetype = I

[State 1160, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 弱斬肉鎌鼬
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= ceil(ifelse(var(2)=0,2,1)*fvar(4))
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 1

;---------------------[攻撃]
[State 1200, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = p2statetype != A || p2stateno = 40
trigger1 = animelemtime(3) >= 0
attr = S,SA
damage = floor(ceil(ifelse(var(2)=0,10,ifelse(var(2)=1,9,11))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(2*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 6,Hit
pausetime = 0,0
guard.pausetime = 0,3
sparkno = -1
sparkxy = -12,-40
hitsound = -1
guardsound = s121,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
hitonce = 1
numhits = 0
kill = 0
guard.kill = 1
p2facing = ifelse(var(8)=0,1,0)
p1stateno = 1210
p2stateno = 1220
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1200)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[効果音]
[State 1200, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 200,0

[State 1200, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 100,0
channel = 12

[State 1200, 2]
type = StopSnd
trigger1 = animelem = 9
channel = 12

[State 1200, 2]
type = PlaySnd
trigger1 = animelem = 9
value = 100,1

;---------------------[エフェクト]
[State 1200, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1200, 3]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = p1
pos = -35,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1200, 3]
type = Explod
trigger1 = animelem = 3
anim = 8130
id = 8130
postype = p1
pos = 60,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1200, 3]
type = Explod
trigger1 = animelem = 9
anim = 8130
id = 8130
postype = p1
pos = -15,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1200, 3]
type = Explod
trigger1 = animelem = 9
anim = 8130
id = 8130
postype = p1
pos = 80,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1200, 3]
type = Explod
trigger1 = animelem = 10
anim = 8130
id = 8130
postype = p1
pos = 50,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[移動]
[State 1200, 4]
type = PosAdd
trigger1 = animelem = 1
x = 8

[State 1200, 4]
type = VelSet
trigger1 = animelem = 2
x = 7

[State 1200, 4]
type = VelMul
trigger1 = animelem = 9, >= 0
x = 0.9

;---------------------[変数]
[State 1200, 5]
type = VarAdd
trigger1 = time = 0
trigger1 = var(4) > 1
v = 4
value = -1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1200, 6]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 1200, 6]
type = ChangeState
trigger1 = moveguarded
value = 1205

[State 1200, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斬肉鎌鼬（失敗）
[Statedef 1205]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1205
poweradd = 0
sprpriority = 1

;---------------------[効果音]
[State 1205, 1]
type = StopSnd
trigger1 = time = 0
channel = 12

;---------------------[エフェクト]
[State 1205, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[移動]
[State 1205, 3]
type = PosAdd
trigger1 = time = 0
x = -20

;---------------------[ステート変更]
[State 1205, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱斬肉鎌鼬（成功）
[Statedef 1210]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1210
poweradd = 0
sprpriority = 1

;---------------------[効果音]
[State 1210, 1]
type = StopSnd
trigger1 = time = 0
channel = 12

[State 1210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210,0+random%4

[State 1210, 1]
type = PlaySnd
trigger1 = animelemtime(7) = -1
value = 1200,2

[State 1210, 1];ひゃっほう
type = PlaySnd
trigger1 = animelem = 7
value = 1200,0

[State 1210, 1];打撃音
type = PlaySnd
trigger1 = animelem = 7
value = 207,random%6

;---------------------[エフェクト]
[State 1210, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1210, 2]
type = Explod
trigger1 = animelem = 2
anim = 7002
id = 4000
sprpriority = 3
postype = p1
pos = 65,-60
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 1210, 2]
type = Explod
trigger1 = animelem = 7
anim = 7007
id = 4000
sprpriority = 3
postype = p1
pos = 71,-55
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 1210, 2];血
type = Explod
trigger1 = time > 0 && animelem = 7
anim = 7055
id = 7050
sprpriority = 2
postype = p2
facing = -1
pos = -35,-60;-18,enemy,const(size.head.pos.y) - 3
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

;---------------------[移動]
[State 1210, 3]
type = Width
trigger1 = 1
edge = 60,0

[State 1210, 3]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 10

[State 1210, 3]
type = VelSet
trigger1 = animelem = 8
x = -3
y = -8

[State 1210, 3]
type = VelAdd
trigger1 = animelem = 8, >= 0
y = 0.6

;---------------------[相手制御]
[State 1210, 4]
type = TargetBind
trigger1 = time = 0
pos = 70,0

[State 1210, 4]
type = TargetState
trigger1 = animelem = 7
value = 1221

[State 1210, 4]
type = TargetLifeAdd
trigger1 = animelem = 2
value = -ceil(ceil(ifelse(var(2)=0,6,ifelse(var(2)=1,4,5))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 0

[State 1210, 4]
type = TargetLifeAdd
trigger1 = animelem = 7
value = -ceil(ceil(ifelse(var(2)=0,30,ifelse(var(2)=1,23,27))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 1210, 4]
type = PowerAdd
trigger1 = animelem = 2
trigger2 = animelem = 7
value = ceil(ifelse(var(2)=0,2,1)*fvar(4))

;---------------------[変数]
[State 1210, 5]
type = VarAdd
trigger1 = animelem = 7, = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1210, 6]
type = StateTypeSet
trigger1 = animelem = 8
statetype = A

[State 1210, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1215

;---------------------------------------------------------------------------
; 弱斬肉鎌鼬（成功着地）
[Statedef 1215]
type    = S
movetype= I
physics = N
anim = 1215
sprpriority = 1
ctrl = 1

[State 1215, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1215, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 1215, 4]
type = PlaySnd
trigger1 = time = 0
value = 47,0

[State 1215, 5]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1215, 6]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1215, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 斬肉鎌鼬（相手掴まれ）
[Statedef 1220]
type    = S
movetype= H
physics = N
velset = -3.5,0
sprpriority = -1

[State 1220, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1220

[State 1220, 2]
type = VelMul
trigger1 = 1
x = 0.93

[State 1220, 3]
type = VelSet
trigger1 = vel x > -1.0
x = 0

[State 1220, 4]
type = Width
trigger1 = 1
edge = 0,15

[State 1220, 5]
type = ChangeAnim
trigger1 = time >= 60
value = 5001

[State 1215, 6]
type = SelfState
trigger1 = time >= 60
value = 5001
ctrl = 0

;---------------------------------------------------------------------------
; 斬肉鎌鼬（相手吹き飛び）
[Statedef 1221]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 1221, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1221

[State 1221, 2]
type = Width
trigger1 = 1
edge = 0,0

[State 1221, 3]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A

[State 1221, 4]
type = VelSet
trigger1 = animelem = 2
x = -6.5
y = -6.5

[State 1221, 5]
type = VelAdd
trigger1 = animelem = 2, > 0
y = 0.7

[State 1221, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 256

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 強斬肉鎌鼬
[Statedef 1250]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= ceil(ifelse(var(2)=0,2,1)*fvar(4))
velset = 0,0
anim = 1250
ctrl = 0
sprpriority = 1

;---------------------[攻撃]
[State 1250, 1]
type = HitDef
trigger1 = !movecontact && !movereversed
trigger1 = p2statetype != A || p2stateno = 40
trigger1 = animelemtime(8) >= 0
attr = S,SA
damage = floor(ceil(ifelse(var(2)=0,17,ifelse(var(2)=1,11,13))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(1*fvar(3))
getpower = ceil(2*fvar(4)),ceil(1*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 6,Hit
pausetime = 0,0
guard.pausetime = 0,3
sparkno = -1
sparkxy = -12,-40
hitsound = -1
guardsound = s121,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -4
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
hitonce = 1
numhits = 0
kill = 0
guard.kill = 1
p2facing = ifelse(var(8)=0,1,0)
p1stateno = 1260
p2stateno = 1220
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1250)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[効果音]
[State 1250, 2]
type = PlaySnd
trigger1 = animelem = 6
value = 200,0

[State 1250, 2]
type = PlaySnd
trigger1 = animelem = 7
value = 100,0
channel = 12

[State 1250, 2]
type = StopSnd
trigger1 = animelem = 15
channel = 12

[State 1250, 2]
type = PlaySnd
trigger1 = animelem = 15
value = 100,1

;---------------------[移動]
[State 1250, 3]
type = PosAdd
trigger1 = animelem = 6
x = 8

[State 1250, 3]
type = VelSet
trigger1 = animelem = 7
x = 10

[State 1250, 3]
type = VelMul
trigger1 = animelem = 15, >= 0
x = 0.9

;---------------------[エフェクト]
[State 1250, 4]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1250, 4]
type = Explod
trigger1 = animelem = 8
anim = 8130
id = 8130
postype = p1
pos = -35,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1250, 4]
type = Explod
trigger1 = animelem = 8
anim = 8130
id = 8130
postype = p1
pos = 60,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1250, 4]
type = Explod
trigger1 = animelem = 14
anim = 8130
id = 8130
postype = p1
pos = -15,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1250, 4]
type = Explod
trigger1 = animelem = 14
anim = 8130
id = 8130
postype = p1
pos = 80,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1250, 4]
type = Explod
trigger1 = animelem = 16
anim = 8130
id = 8130
postype = P1
pos = 50,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[変数]
[State 1250, 5]
type = VarAdd
trigger1 = time = 0
trigger1 = var(4) > 1
v = 4
value = -1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1250, 6]
type = StateTypeSet
trigger1 = animelem = 15
movetype = I

[State 1250, 6]
type = ChangeState
trigger1 = moveguarded
value = 1255

[State 1250, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強斬肉鎌鼬（失敗）
[Statedef 1255]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1255
poweradd = 0
sprpriority = 1

;---------------------[効果音]
[State 1255, 1]
type = StopSnd
trigger1 = time = 0
channel = 12

;---------------------[エフェクト]
[State 1255, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

;---------------------[移動]
[State 1255, 3]
type = PosAdd
trigger1 = time = 0
x = -20

;---------------------[ステート変更]
[State 1255, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 強斬肉鎌鼬（成功）
[Statedef 1260]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1260
poweradd = 0
sprpriority = 1

;---------------------[効果音]
[State 1260, 1]
type = StopSnd
trigger1 = time = 0
channel = 12

[State 1260, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1200,3

[State 1260, 1]
type = PlaySnd
trigger1 = animelem = 29
value = 1200,2

[State 1260, 1];なめんじゃねぇ！！
type = PlaySnd
trigger1 = animelem = 30
value = 1200,1

[State 1260, 1];打撃音
type = PlaySnd
trigger1 = animelem = 30
value = 207,random%6

;---------------------[エフェクト]
[State 1260, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1260, 2]
type = Explod
trigger1 = animelem = 2
anim = 7002
id = 4000
sprpriority = 3
postype = p1
pos = 65,-60
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 1260, 2]
type = Explod
trigger1 = animelem = 30
anim = 7007
id = 4000
sprpriority = 3
postype = p1
pos = 71,-55
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 0

[State 1260, 2];血
type = Explod
trigger1 = time > 0 && animelem = 30
anim = 7055
id = 7050
sprpriority = 2
postype = p2
facing = -1
pos = -35,-60;-18,enemy,const(size.head.pos.y) - 3
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

;---------------------[移動]
[State 1260, 3]
type = Width
trigger1 = 1
edge = 40,0

[State 1260, 3]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 10

[State 1260, 3]
type = VelSet
trigger1 = animelem = 31
x = -5
y = -10

[State 1260, 3]
type = VelAdd
trigger1 = animelem = 31, >= 0
y = 1.0

;---------------------[相手制御]
[State 1260, 4]
type = TargetBind
trigger1 = time = 0
pos = 50,0

[State 1260, 4]
type = TargetState
trigger1 = animelem = 30
value = 1221

[State 1260, 4]
type = TargetLifeAdd
trigger1 = animelem = 2
value = -ceil(ceil(ifelse(var(2)=1,7,8)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 0

[State 1260, 4]
type = TargetLifeAdd
trigger1 = animelem = 30
value = -ceil(ceil(ifelse(var(2)=0,48,ifelse(var(2)=0,38,44))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

[State 1260, 4]
type = PowerAdd
trigger1 = animelem = 2
trigger2 = animelem = 30 && var(2) != 0
value = ceil(ifelse(var(2)=0,2,1)*fvar(4))

[State 1260, 4]
type = PowerAdd
trigger1 = animelem = 30 && var(2) = 0
value = ceil(8*fvar(4))

;---------------------[変数]
[State 1260, 5]
type = VarAdd
trigger1 = animelem = 30, = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1260, 6]
type = StateTypeSet
trigger1 = animelem = 31
statetype = A

[State 1260, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1265

;---------------------------------------------------------------------------
; 強斬肉鎌鼬（成功着地）
[Statedef 1265]
type    = S
movetype= I
physics = N
anim = 1265
sprpriority = 1
ctrl = 0

[State 1265, 1]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1265, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 1265, 3]
type = PlaySnd
trigger1 = time = 0
value = 5100,0

[State 1265, 4]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = 0,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1265, 5]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = P1
pos = -36,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1265, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 弱斬肉大鋏
[Statedef 1300]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ceil(ifelse(var(2)=0,4,2)*fvar(4))
velset = 0,0
ctrl = 0
anim = 1300
facep2 = 1
sprpriority = 2

;---------------------[攻撃]
[State 1300, 1]
type = HitDef
trigger1 = animelem = 5
attr = A,SA
damage = floor(ceil(ifelse(var(2)=0,30,ifelse(var(2)=1,23,39))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,3,ifelse(var(2)=1,2,4))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,4)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,2,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4,Hit
pausetime = 4,4
sparkno = s7012
sparkxy = -10,-35
hitsound = s215,0+random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6.5
guard.cornerpush.veloff = -7.5
airguard.cornerpush.veloff = -7.5
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1300)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[効果音]
[State 1300, 2];そこかぁ！！
type = PlaySnd
trigger1 = animelem = 4
value = 1300,0

[State 1300, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 1300,1

;---------------------[エフェクト]
[State 1300, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1300, 3];剣
type = Explod
trigger1 = animelem = 5
anim = 1310
id = 4000
sprpriority = 3
postype = p1
pos = 0,28
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 1300, 3];血
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7051
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 17
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[移動]
[State 1300, 4]
type = PosAdd
trigger1 = time = 0
y = 12

[State 1300, 4]
type = PosAdd
trigger1 = animelem = 3
y = 8

[State 1300, 4]
type = PosAdd
trigger1 = animelem = 4
y = -28

[State 1300, 4]
type = VelSet
trigger1 = animelem = 4, = 1
x = 0
y = 16

;---------------------[変数]
[State 1300, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

[State 1300, 5]
type = VarSet
trigger1 = time > 0
trigger1 = movecontact = 1
v = 5
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1300, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1305

;---------------------------------------------------------------------------
; 斬肉大鋏（着地）
[Statedef 1305]
type    = S
movetype= I
physics = N
anim = 1305
sprpriority = 1
ctrl = 0

;---------------------[移動]
[State 1305, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 1305, 1]
type = PosSet
trigger1 = time = 0
y = 0

;---------------------[効果音]
[State 1305, 2]
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[エフェクト]
[State 1305, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1305, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[変数]
[State 1305, 4]
type = VarSet
trigger1 = time > 0
trigger1 = animelemtime(2) >= 0
v = 5
value = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1305, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 強斬肉大鋏
[Statedef 1350]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ceil(ifelse(var(2)=0,4,2)*fvar(4))
velset = 0,0
ctrl = 0
anim = 1350
facep2 = 1
sprpriority = 2

;---------------------[攻撃]
[State 1350, 1]
type = HitDef
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) = 2
trigger3 = animelemtime(5) = 4
attr = A,SA
damage = floor(ceil(ifelse(var(2)=0,21,ifelse(var(2)=1,14,27))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3))*var(14),ceil(ifelse(var(2)=0,2,ifelse(var(2)=1,1,3))*fvar(3))
getpower = ceil(ifelse(var(2)=0,8,4)*fvar(4)),ceil(ifelse(var(2)=0,4,ifelse(var(2)=1,2,ifelse((var(46)&32),1,0)))*fvar(4))
givepower = ceil(ifelse(var(4)=1,2,0)*fvar(4)),0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4,Hit
pausetime = 4,4
sparkno = s7012
sparkxy = -10,-35
hitsound = s215,0+random%6
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4.5
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8
air.type = High
air.velocity = ifelse(var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2facing = ifelse(var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1350)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[効果音]
[State 1350, 2];そこかぁ！！
type = PlaySnd
trigger1 = animelem = 4
value = 1300,0

[State 1350, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 1300,1

;---------------------[エフェクト]
[State 1350, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1350, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 1350, 3];剣
type = Explod
trigger1 = animelem = 5
anim = 1360
id = 4000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,140
removeongethit = 1
ignorehitpause = 0

[State 1350, 3];血
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7051
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 17
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

;---------------------[移動]
[State 1350, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 1350, 4]
type = Width
trigger1 = 1
value = -1,0

[State 1350, 4]
type = PosAdd
trigger1 = time = 0
y = 12

[State 1350, 4]
type = PosAdd
trigger1 = animelem = 5
x = 6

[State 1350, 4]
type = VelSet
trigger1 = animelem = 5
x = 14
y = 14

;---------------------[変数]
[State 1350, 5]
type = VarAdd
trigger1 = time > 0
trigger1 = movehit = 1
v = 4
value = 1
persistent = 4
ignorehitpause = 1

[State 1350, 5]
type = VarSet
trigger1 = time > 0
trigger1 = animelemtime(5) >= 4
trigger1 = movecontact = 1
v = 5
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1350, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1355

;---------------------------------------------------------------------------
; 強斬肉大鋏（着地）
[Statedef 1355]
type    = S
movetype= I
physics = N
anim = 1355
sprpriority = 1
ctrl = 0

;---------------------[移動]
[State 1355, 1]
type = Width
trigger1 = 1
value = -1,0

[State 1355, 1]
type = VelSet
trigger1 = time = 0
x = 3
y = 0

[State 1355, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 1355, 1]
type = VelMul
trigger1 = 1
x = 0.9

[State 1355, 1]
type = VelSet
trigger1 = vel x < 0.5
x = 0

;---------------------[効果音]
[State 1355, 2]
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[エフェクト]
[State 1355, 3]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1355, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1355, 3]
type = Explod
trigger1 = time = 0
anim = 8130
id = 8130
postype = p1
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[変数]
[State 1355, 4]
type = VarSet
trigger1 = time > 0
trigger1 = animelemtime(4) >= 0
v = 5
value = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1355, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 無慈悲
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0;ceil(ifelse(var(2)=0,4,2)*fvar(4))
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 1

[State 1400, 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1400, 1]
type = PowerAdd
trigger1 = time = 1
value = ceil(ifelse(var(2)=0,4,2)*fvar(4))

;---------------------[攻撃]
[State 1400, 1]
type = HitDef
trigger1 = time = 0
trigger1 = var(17) = 0
trigger1 = p2bodydist x = [-55,25]
attr = S,ST
hitflag = M-
priority = 1,hit
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1410
p2stateno = 1420
numhits = 0
guard.dist = 0
fall = 1
fall.recover = 0
fall.recovertime = 9999
id = 1400
nochainid = 0,99999

[State 1400, 1]
type = HitDef
trigger1 = time = 0
trigger1 = var(17) != 0
trigger1 = p2stateno != [120,159]
trigger1 = p2bodydist x = [-55,25]
attr = S,ST
hitflag = M
priority = 1,hit
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1410
p2stateno = 1420
numhits = 0
guard.dist = 0
fall = 1
fall.recover = 0
fall.recovertime = 9999
id = 1400
nochainid = 0,99999

;---------------------[効果音]
[State 1400, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 201,0

;---------------------[エフェクト]
[State 1400, 3]
type = AfterImage
trigger1 = time = 0
time = -1
palcolor = 256
palbright = 32,32,64
palcontrast = 224,224,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 1400, 3]
type = AfterImageTime
trigger1 = time >= 20
time = 0

[State 1400, 3]
type = Explod
trigger1 = animelem = 4
anim = 8130
id = 8130
postype = p1
pos = 15,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1400, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 無慈悲（投げ成功）
[Statedef 1410]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1410
sprpriority = -2

;---------------------[効果音]
[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 40,0

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1400,0

[State 1410, 1]
type = PlaySnd
trigger1 = numtarget
trigger1 = target(1400),movetype = H
trigger1 = animelem = 8
value = 5100,0

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 202,5

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 13
value = 1400,1

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 15
trigger2 = animelem = 21
trigger3 = animelem = 27
trigger4 = animelem = 33
trigger5 = animelem = 39
trigger6 = animelem = 45
trigger7 = animelem = 51
trigger8 = animelem = 57
trigger9 = animelem = 63
value = 235,0+random%4

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 12
trigger2 = animelem = 16
trigger3 = animelem = 22
trigger4 = animelem = 28
trigger5 = animelem = 34
trigger6 = animelem = 40
trigger7 = animelem = 46
trigger8 = animelem = 52
trigger9 = animelem = 58
trigger10= animelem = 64
value = 215,0+random%6

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 87
value = 1200,2

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 87
value = 1400,2

;---------------------[エフェクト]
[State 1410, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1410, 2]
type = AfterImage
trigger1 = time = 0
time = -1
palcolor = 256
palbright = 32,32,64
palcontrast = 224,224,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 1410, 2]
type = AfterImageTime
trigger1 = time >= 32
time = 0

[State 1410, 2]
type = Explod
trigger1 = animelem = 4
anim = 8130
id = 8130
postype = p1
pos = 15,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 1410, 2];相手砂塵
type = Explod
triggerall = numtarget
triggerall = target(1400),movetype = H
trigger1 = animelem = 8
trigger2 = animelem = 85
anim = 8130
id = 8130
postype = p2
pos = 18,5
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1410, 2];相手砂塵
type = Explod
triggerall = numtarget
triggerall = target(1400),movetype = H
trigger1 = animelem = 8
trigger2 = animelem = 85
anim = 8130
id = 8130
postype = p2
pos = -18,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1410, 2];血
type = Explod
trigger1 = animelem = 18
trigger2 = animelem = 24
trigger3 = animelem = 30
trigger4 = animelem = 36
trigger5 = animelem = 42
trigger6 = animelem = 48
trigger7 = animelem = 54
trigger8 = animelem = 60
trigger9 = animelem = 64
anim = 7050
id = 7050
sprpriority = 4
postype = p1
facing = -1
pos = 75,-15;enemy,const(size.head.pos.y) + 11
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 1410, 2];血
type = Explod
trigger1 = animelem = 87
anim = 7054
id = 7050
sprpriority = 4
postype = p1
facing = 1
pos = 112,-12;enemy,const(size.head.pos.y) + 11
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 1410, 2]
type = EnvShake
trigger1 = animelem = 87
time = 10
ampl = 4
freq = 180

[State 1410, 2];画面フラッシュ
type = Null;EnvColor
trigger1 = animelem = 16
trigger2 = animelem = 22
trigger3 = animelem = 28
trigger4 = animelem = 34
trigger5 = animelem = 40
trigger6 = animelem = 46
trigger7 = animelem = 52
trigger8 = animelem = 58
trigger9 = animelem = 64
trigger10= animelem = 87
;persistent = 0
ignorehitpause = 1
time = 1
value = 255,0,0
under = 1

;---------------------[移動]
[State 1410, 3]
type = Width
trigger1 = time = 0
edge = 65,0

[State 1410, 3]
type = PosAdd
trigger1 = animelem = 85
trigger2 = animelem = 86
trigger3 = animelem = 87
x = 16

[State 1410, 3]
type = PosAdd
trigger1 = animelem = 94
trigger2 = animelem = 95
x = -16

[State 1410, 3]
type = PosAdd
trigger1 = animelem = 93
trigger2 = animtime = 0
x = -8

;---------------------[相手制御]
[State 1410, 4]
type = TargetBind
trigger1 = animelem = 1
pos = 75,0

[State 1410, 4]
type = TargetState
trigger1 = animelem = 15
trigger2 = animelem = 21
trigger3 = animelem = 27
trigger4 = animelem = 33
trigger5 = animelem = 39
trigger6 = animelem = 45
trigger7 = animelem = 51
trigger8 = animelem = 57
value = 446

[State 1410, 4]
type = TargetState
trigger1 = animelem = 64
value = 1421

[State 1410, 4]
type = Targetstate
trigger1 = animelem = 87
value = 1423

;---------------------[ダメージ・ゲージ]
[State 1410, 5]
type = PowerAdd
trigger1 = animelem = 12
trigger2 = animelem = 16
trigger3 = animelem = 22
trigger4 = animelem = 28
trigger5 = animelem = 34
trigger6 = animelem = 40
trigger7 = animelem = 46
trigger8 = animelem = 52
trigger9 = animelem = 58
trigger10= animelem = 64
trigger11= animelem = 87
value = ceil(ifelse(var(2)=0,2,1)*fvar(4))

[State 1410, 5]
type = TargetLifeAdd
trigger1 = animelem = 12
value = -ceil(ceil(1*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 0

[State 1410, 5]
type = TargetLifeAdd
trigger1 = animelem = 16
trigger2 = animelem = 22
trigger3 = animelem = 28
trigger4 = animelem = 34
trigger5 = animelem = 40
trigger6 = animelem = 46
trigger7 = animelem = 52
trigger8 = animelem = 58
value = -ceil(ceil(ifelse(var(2)=2,4,3)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 0

[State 1410, 5]
type = TargetLifeAdd
trigger1 = animelem = 64
value = -ceil(ceil(ifelse(var(2)=2,6,5)*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)
kill = 0

[State 1410, 5]
type = TargetLifeAdd
trigger1 = animelem = 87
value = -ceil(ceil(ifelse(var(2)=0,30,ifelse(var(2)=1,19,22))*fvar(1)*fvar(2)-(var(4)>1))*fvar(3)*(const(data.attack)*0.01))*var(14)

;---------------------[ステート変更]
[State 1410, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 無慈悲（相手掴まれ１）
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 1420, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1420, 2]
type = Width
trigger1 = 1
edge = 0,0

[State 1420, 3]
type = PosFreeze
trigger1 = 1
value = 1

[State 1420, 4]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1420, 5]
type = ChangeAnim2
trigger1 = time = 0
value = 1420

[State 1420, 6]
type = ChangeAnim
trigger1 = anim = 1420
trigger1 = animtime = 0
value = 5110

[State 1420, 7]
type = SelfState
trigger1 = time >= 80
value = 5120

;---------------------------------------------------------------------------
; 無慈悲（相手掴まれ２）
[Statedef 1421]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 1421, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1421, 1]
type = ChangeAnim
Trigger1 = time < 15
value = 5080

[State 1421, 2]
type = Offset
trigger1 = time < 15
x = ifelse(time%2 = 1, 1, -1)
y = 0

[State 1421, 3];43F
type = VelSet
trigger1 = time = 15
x = -2
y = -8

[State 1421, 4]
type = ChangeAnim
trigger1 = time = 15
value = 5030

[State 1421, 5]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = selfanimexist(5035) = 1
value = 5035

[State 1421, 6]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = time > 15 && vel y > -2 && anim != 5050
value = 5050

[State 1421, 7]
type = VelAdd
trigger1 = time >= 15
y = 0.37

[State 1421, 8]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1422

;---------------------------------------------------------------------------
; 無慈悲（相手掴まれ３）
[Statedef 1422]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 1422, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1422, 2]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1422, 3]
type = PosSet
trigger1 = time = 0
y = 0

[State 1422, 4]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 1422, 5]
type = SelfState
trigger1 = time >= 45
value = 5120

;---------------------------------------------------------------------------
; 無慈悲（相手掴まれ４）
[Statedef 1423]
type    = L
movetype= H
physics = N
;velset = 0,0
sprpriority = -1

[State 1423, 1]
type = Width
trigger1 = 1
edge = 0,0

[State 1423, 2]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1423, 3]
type = PosSet
trigger1 = time = 0
y = 0

[State 1423, 4]
type = ChangeAnim
trigger1 = time = 0
trigger2 = time = 22
value = 5080

[State 1423, 5]
type = ChangeAnim2
trigger1 = time = 2
value = 1421

[State 1423, 6]
type = PalFx
trigger1 = time = [1,30]
add = 0,-16,32
color = 128
time = 1

[State 1423, 7]
type = ChangeAnim
trigger1 = time >= 20
trigger1 = anim = 5080
trigger1 = animtime = 0
value = 5110

[State 1423, 8]
type = SelfState
trigger1 = time = 25
trigger1 = life = 0 || !alive
value = 5150

[State 1423, 9]
type = SelfState
trigger1 = time >= 75
value = 5120

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 地舐め滑り
[Statedef 1500]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1500
ctrl = 0
sprpriority = 1

;---------------------[効果音]
[State 1500, 1]
type = PlaySnd
trigger1 = time = 0
value = 100,0
loop = 1
channel = 15

;---------------------[エフェクト]
[State 1500, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1500, 2]
type = AfterImage
trigger1 = time = 0
time = -1
palcolor = 256
palbright = 32,32,64
palcontrast = 224,224,256
paladd = 0,0,0
palmul = 1,1,1
length = 4
timegap = 2
framegap = 1
trans = none

[State 1500, 2]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 7
anim = 8130
id = 8130
postype = p1
pos = 30,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

[State 1500, 2]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 7
anim = 8130
id = 8130
postype = p1
pos = 120,5
facing = -1
ownpal = 1
bindtime = 1
sprpriority = 2
ignorehitpause = 1

;---------------------[移動]
[State 1500, 3]
type = AttackDist
trigger1 = 1
value = 0

[State 1500, 3]
type = PosAdd
trigger1 = time = 0
x = -46

[State 1500, 3]
type = VelSet
trigger1 = 1
x = 8

[State 1500, 3]
type = PlayerPush
trigger1 = 1
value = 0

;---------------------[変数]
[State 1500, 4]
type = VarSet
trigger1 = time = 0
v = 5
value = 0

[State 1500, 4]
type = VarSet
trigger1 = time = 0
v = 6
value = 0

;---------------------[ステート変更]
[State 1500, 5]
type = ChangeState
triggerall = var(59) = 0
trigger1 = time >= 19
trigger1 = command != "holdfwd"
value = 1501

[State 1500, AI];★
type = ChangeState
triggerall = Var(59) = [1,10]
triggerall = Time >= 19
triggerall = Random <= Var(59) * 100
trigger1 = Var(53) = 0 || EnemyNear(Var(50)),StateType = A
trigger1 = EnemyNear(Var(50)),StateType = L || P2BodyDist X - (EnemyNear(Var(50)),Vel X * 3) < -15 || FrontEdgeBodyDist <= 0
trigger2 = Var(53) = 0
trigger2 = Time = 20
trigger2 = P2BodyDist X >= 50
trigger2 = Random <= Var(59) * 90
trigger3 = Var(53) != 0
trigger3 = EnemyNear(Var(50)),StateType != A
trigger4 = Var(53) = 1
trigger4 = EnemyNear(Var(50)),MoveType = H
trigger4 = EnemyNear(Var(50)),StateType = A
trigger4 = EnemyNear(Var(50)),StateNo = [236,238]
value = 1501

;---------------------------------------------------------------------------
; 地舐め滑り（終了）
[Statedef 1501]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
;velset = 0,0
anim = 1501
ctrl = 1
sprpriority = 1

;---------------------[効果音]
[State 1501, 1]
type = StopSnd
trigger1 = time = 0
channel = 15

[State 1501, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 100,1

;---------------------[エフェクト]
[State 1501, 2]
type = RemoveExplod
trigger1 = time = 0
ID = 4000

[State 1501, 2]
type = AfterImageTime
trigger1 = animtime = 0
time = 0

[State 1501, 2]
type = Explod
trigger1 = animelem = 2
anim = 8130
id = 8130
postype = p1
pos = 60,5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;---------------------[移動]
[State 1501, 3]
type = Width
trigger1 = time = 0
value = -1,0

[State 1501, 3]
type = VelMul
trigger1 = 1
x = 0.9

;---------------------[変数]
[State 1501, 4]
type = VarSet
trigger1 = time = 0
v = 5
value = 0

[State 1501, 4]
type = VarSet
trigger1 = time = 0
v = 6
value = 0

;---------------------[ステート変更]
[State 1501, AI]
type = ChangeState
triggerall = Var(59) = [1,10]
triggerall = Time = 0
triggerall = Random <= Var(59) * 100
trigger1 = P2BodyDist X >= 50
trigger2 = EnemyNear(Var(50)),StateType = L
trigger3 = EnemyNear(Var(50)),StateNo = [236,238]
value = 10
ctrl = 1

[State 1501, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 通常吹っ飛び受身可能１
[Statedef 1996]
type     = U
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 1996, 1]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 1996, 2]
type = StateTypeSet
trigger1 = statetype = S
physics = S

[State 1996, 3]
type = StateTypeSet
trigger1 = statetype = C
physics = C

[State 1996, 4]
type = SelfState
trigger1 = statetype != A
value = ifelse(statetype = S, 5000, 5010)

[State 1996, 5]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1996, 6]
type = VelAdd
trigger1 = time >= 1
y = gethitvar(yaccel)

[State 1996, 7]
type = HitVelSet
trigger1 = time = 1
x = 1
y = 1

[State 1996, 8]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 1996, 9]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = selfanimexist(5035) = 1
value = 5035

[State 1996, 10]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = time > 2 && vel y > -2 && anim != 5050
value = 5050

[State 1996, 11]
type = SelfState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 5100

;---------------------------------------------------------------------------
; 通常吹っ飛び受身可能２（飛び道具・ヒットストップ２Ｆ）
[Statedef 1997]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 1997, 1]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 1997, 2]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1997, 3]
type = VelSet
trigger1 = time < 2
x = 0
y = 0

[State 1997, 4]
type = VelAdd
trigger1 = time >= 2
y = gethitvar(yaccel)

[State 1997, 5]
type = HitVelSet
trigger1 = time = 2
x = 1
y = 1

[State 1997, 6]
type = ChangeAnim
trigger1 = time < 2
value = 5030

[State 1997, 7]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = selfanimexist(5035) = 1
value = 5035

[State 1997, 8]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = time > 4 && vel y > -2 && anim != 5050
value = 5050

[State 1997, 9]
type = SelfState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 5100

;---------------------------------------------------------------------------
; 通常吹っ飛び受身可能３（飛び道具・ヒットストップ８Ｆ）
[Statedef 1998]
type     = A
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 1998, 1]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 1998, 2]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1998, 3]
type = VelSet
trigger1 = time < 8
x = 0
y = 0

[State 1998, 4]
type = VelAdd
trigger1 = time >= 8
y = gethitvar(yaccel)

[State 1998, 5]
type = HitVelSet
trigger1 = time = 8
x = 1
y = 1

[State 1998, 6]
type = ChangeAnim
trigger1 = time < 8
value = 5030

[State 1998, 7]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = selfanimexist(5035) = 1
value = 5035

[State 1998, 8]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = time > 10 && vel y > -2 && anim != 5050
value = 5050

[State 1998, 9]
type = Null;SelfState
trigger1 = alive
trigger1 = time >= 10
trigger1 = gethitvar(fall.recover) = 1
trigger1 = command = "recovery"
value = 5210

[State 1998, 10]
type = SelfState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 5100

;---------------------------------------------------------------------------
; 通常吹っ飛び受身可能４（飛び道具・ヒットストップ３Ｆ）
[Statedef 1999]
type     = U
movetype = H
physics  = N
ctrl = 0
poweradd = 0

[State 1999, 1]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 1999, 2]
type = StateTypeSet
trigger1 = statetype = S
physics = S

[State 1999, 3]
type = StateTypeSet
trigger1 = statetype = C
physics = C

[State 1999, 4]
type = SelfState
trigger1 = statetype != A
value = ifelse(statetype = S, 5000, 5010)

[State 1999, 5]
type = HitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 1999, 6]
type = VelSet
trigger1 = time < 3
x = 0
y = 0

[State 1999, 7]
type = VelAdd
trigger1 = time >= 3
y = gethitvar(yaccel)

[State 1999, 8]
type = HitVelSet
trigger1 = time = 3
x = 1
y = 1

[State 1999, 9]
type = ChangeAnim
trigger1 = time < 3
value = 5030

[State 1999, 10]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = selfanimexist(5035) = 1
value = 5035

[State 1999, 11]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = time > 5 && vel y > -2 && anim != 5050
value = 5050

[State 1999, 12]
type = SelfState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 5100
