;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 弱禿鷲（始動）
[Statedef 1010]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1010
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1010, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1010, 1]
type = VelSet
trigger1 = time = 0
x = 3
y = -7

[State 1010, 1]
type = VelAdd
trigger1 = 1
y = 0.195

[State 1010, 1]
type = VelSet
trigger1 = frontedgedist < 10
x = 0

[State 1010, 1]
type = PosAdd
trigger1 = frontedgedist < 10
x = -10+(frontedgedist)

;---------------------[エフェクト]
[State 1010, 2]
type = Explod
trigger1 = time = 0
anim = 1011
id = 1011
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
sprpriority = 6
ignorehitpause = 1

[State 1010, 2]
type = ModifyExplod
trigger1 = time%2 = 0
id = 1011
trans = none

[State 1010, 2]
type = ModifyExplod
trigger1 = time%2 = 1
id = 1011
trans = addalpha
alpha = 0,256

[State 1010, 2]
type = RemoveExplod
trigger1 = root,movetype = H
id = 1011

;---------------------[ヘルパー]
[State 1010, 3];相殺判定
type = Helper
trigger1 = time = 0
id = 1012
stateno = 1012
helpertype = normal
name = "hagewashi_sousai"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

[State 1010, 3];攻撃判定
type = Helper
trigger1 = time = 0
id = 1013
stateno = 1013
helpertype = normal
name = "hagewashi_attack"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[当身関係]
[State 1010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 1010, 4]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AP
stateno = 1010
time = -1
ignorehitpause = 1

;---------------------[変数]
[State 1010, 5]
type = ParentVarAdd
trigger1 = numhelper(1013) > 0
trigger1 = helper(1013),movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1010, 6];啄み
type = ChangeState
trigger1 = root,stateno = 1030
value = 1040

[State 1010, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -48
value = 1020

;---------------------[ヘルパー消去]
[State 1010, 7]
type = DestroySelf
trigger1 = root,movetype = H

;----------------------------------------------------------------------------
; 強禿鷲（始動）
[Statedef 1011]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1010
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1011, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1011, 1]
type = VelSet
trigger1 = time = 0
x = 7
y = -3

[State 1011, 1]
type = VelAdd
trigger1 = 1
y = 0.147

[State 1011, 1]
type = VelSet
trigger1 = frontedgedist < 10
x = 0

[State 1011, 1]
type = PosAdd
trigger1 = frontedgedist < 10
x = -10+(frontedgedist)

;---------------------[エフェクト]
[State 1011, 2]
type = Explod
trigger1 = time = 0
anim = 1011
id = 1011
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
sprpriority = 6
ignorehitpause = 1

[State 1011, 2]
type = ModifyExplod
trigger1 = time%2 = 0
id = 1011
trans = none

[State 1011, 2]
type = ModifyExplod
trigger1 = time%2 = 1
id = 1011
trans = addalpha
alpha = 0,256

[State 1011, 2]
type = RemoveExplod
trigger1 = root,movetype = H
id = 1011

;---------------------[ヘルパー]
[State 1011, 3];相殺判定
type = Helper
trigger1 = time = 0
id = 1012
stateno = 1012
helpertype = normal
name = "hagewashi_sousai"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

[State 1011, 3];攻撃判定
type = Helper
trigger1 = time = 0
id = 1013
stateno = 1013
helpertype = normal
name = "hagewashi_attack"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[当身関係]
[State 1011, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 1011, 4]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AP
stateno = 1011
time = -1
ignorehitpause = 1

;---------------------[変数]
[State 1011, 5]
type = ParentVarAdd
trigger1 = numhelper(1013) > 0
trigger1 = helper(1013),movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1011, 6];啄み
type = ChangeState
trigger1 = root,stateno = 1030
value = 1040

[State 1011, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -48
value = 1020

;---------------------[ヘルパー消去]
[State 1011, 7]
type = DestroySelf
trigger1 = root,movetype = H

;----------------------------------------------------------------------------
; 禿鷲（相殺判定）
[Statedef 1012]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1012
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1012, 1]
type = BindToParent
trigger1 = 1
x = 0
y = 0

;---------------------[当身関係]
[State 1012, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 1012, 2]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = -1
ignorehitpause = 1

[State 1012, 2]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1012
time = -1
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 1012, 3]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = parent,stateno != 1010
trigger2 = parent,stateno != 1011
trigger2 = parent,stateno != 1040

;----------------------------------------------------------------------------
; 禿鷲（攻撃判定）
[Statedef 1013]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1013
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1013, 1]
type = BindToParent
trigger1 = 1
x = 0
y = 0

;---------------------[攻撃]
[State 1013, 2]
type = HitDef
trigger1 = parent,stateno = 1010
trigger1 = !movecontact && !movereversed
attr = A,SP
damage = ceil(ceil(ifelse(root,var(2)=0,26,ifelse(root,var(2)=1,21,25))*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(ifelse(root,var(2)=1,2,3)*root,fvar(3))
getpower = ceil(ifelse(root,var(2)=0,8,3)*root,fvar(4)),ceil(ifelse(root,var(2)=0,4,ifelse(root,var(2)=1,1,ifelse((root,var(46)&32),1,0)))*root,fvar(4))
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 0,8
sparkno = s7009
sparkxy = -25,15
hitsound = s220,random%3
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 = -3,-12
air.type = High
air.velocity = ifelse(root,var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
fall.recovertime = 9999
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.7
id = 1000

[State 1013, 2]
type = HitDef
trigger1 = parent,stateno != 1010
trigger1 = !movecontact && !movereversed
attr = A,SP
damage = ceil(ceil(ifelse(root,var(2)=0,32,ifelse(root,var(2)=1,28,33))*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(ifelse(root,var(2)=1,3,4)*root,fvar(3))
getpower = ceil(ifelse(root,var(2)=0,10,4)*root,fvar(4)),ceil(ifelse(root,var(2)=0,5,ifelse(root,var(2)=1,2,ifelse((root,var(46)&32),1,0)))*root,fvar(4))
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 0,8
sparkno = s7009
sparkxy = -25,15
hitsound = s220,random%3
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 = -3,-12
air.type = High
air.velocity = ifelse(root,var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
fall.recovertime = 9999
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.7
id = 1001

;---------------------[エフェクト]
[State 1013, 3];血
type = Explod
trigger1 = movehit = 1
anim = 7052
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.head.pos.y) + 8
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[相手制御]
[State 1013, 4]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1
value = 1998
id = 1000
ignorehitpause = 1

[State 1013, 4]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1
value = 1998
id = 1001
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 1013, 5]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = parent,stateno != 1010
trigger2 = parent,stateno != 1011

;----------------------------------------------------------------------------
; 禿鷲（戻り）
[Statedef 1020]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1020
velset = -20,0
sprpriority = 5

;---------------------[速度]
[State 1020, 1]
type = PosSet
trigger1 = 1
y = -48

;---------------------[エフェクト]
[State 1020, 2]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,movetype = H
id = 1011

;---------------------[ヘルパー消去]
[State 1020, 3]
type = DestroySelf
trigger1 = parentdist x > -68
trigger2 = root,movetype = H

;----------------------------------------------------------------------------
; 啄み（始動）
[Statedef 1040]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 1,1
sprpriority = 5

;---------------------[エフェクト]
[State 1040, 1]
type = RemoveExplod
trigger1 = root,movetype = H
id = 1011

[State 1040, 1]
type = ModifyExplod
trigger1 = time%2 = 0
id = 1011
trans = none

[State 1040, 1]
type = ModifyExplod
trigger1 = time%2 = 1
id = 1011
trans = addalpha
alpha = 0,256

;---------------------[ヘルパー]
[State 1040, 2];攻撃判定
type = Helper
trigger1 = time = 0
id = 1045
stateno = 1045
helpertype = normal
name = "tsuibami_attack"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[当身関係]
[State 1040, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 1040, 3]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1040
time = -1
ignorehitpause = 1

;---------------------[変数]
[State 1040, 4]
type = ParentVarAdd
trigger1 = numhelper(1045) > 0
trigger1 = helper(1045),movehit = 1
v = 4
value = 1
persistent = 0
ignorehitpause = 1

;---------------------[ステート変更]
[State 1040, 5]
type = ChangeState
trigger1 = time = 60
value = 1041

;---------------------[ヘルパー消去]
[State 1040, 6]
type = DestroySelf
trigger1 = root,movetype = H

;----------------------------------------------------------------------------
; 啄み（戻り）
[Statedef 1041]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1020
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1041, 1]
type = VelSet
trigger1 = 1
x = 14*(parentdist x/(abs(parentdist x) + abs(parentdist y - 48) + 0.0000001))
y = 14*((parentdist y - 48)/(abs(parentdist x) + abs(parentdist y - 48) + 0.0000001))

;---------------------[エフェクト]
[State 1041, 2]
type = RemoveExplod
trigger1 = time = 0
trigger2 = root,movetype = H
id = 1011

;---------------------[ヘルパー消去]
[State 1041, 3]
type = DestroySelf
trigger1 = parentdist x > -68
trigger2 = root,movetype = H

;----------------------------------------------------------------------------
; 啄み（攻撃判定）
[Statedef 1045]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1013
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1045, 1]
type = BindToParent
trigger1 = 1
x = 0
y = 0

;---------------------[攻撃]
[State 1045, 2]
type = HitDef
trigger1 = !movecontact && !movereversed
attr = A,SP
damage = ceil(ceil(ifelse(root,var(2)=0,26,ifelse(root,var(2)=1,21,25))*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(ifelse(root,var(2)=1,2,3)*root,fvar(3))
getpower = ceil(ifelse(root,var(2)=0,8,3)*root,fvar(4)),ceil(ifelse(root,var(2)=0,4,ifelse(root,var(2)=1,1,ifelse((root,var(46)&32),1,0)))*root,fvar(4))
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 7,Hit
pausetime = 0,3
sparkno = s7009
sparkxy = -25,15
hitsound = s220,random%3
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(root,var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 9999
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.7
id = 1030

;---------------------[エフェクト]
[State 1045, 3];血
type = Explod
trigger1 = movehit = 1
anim = 7052
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.head.pos.y) + 8
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[相手制御]
[State 1045, 4]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1
value = 1999
id = 1030
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 1045, 5]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = parent,stateno != 1040

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 弱廻転肝えぐり（追加禿鷲）
[Statedef 1120]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1010
velset = 20,0
sprpriority = 5

;---------------------[移動]
[State 1120, 1]
type = VelAdd
trigger1 = 1
x = -1.5

;---------------------[エフェクト]
[State 1120, 2]
type = Explod
trigger1 = time = 0
anim = 1011
id = 1011
sprpriority = 6
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
ignorehitpause = 1

[State 1120, 2]
type = ModifyExplod
trigger1 = time%2 = 0
id = 1011
trans = none

[State 1120, 2]
type = ModifyExplod
trigger1 = time%2 = 1
id = 1011
trans = addalpha
alpha = 0,256

[State 1120, 2]
type = RemoveExplod
trigger1 = time = 24
trigger2 = root,movetype = H
id = 1011

;---------------------[ヘルパー]
[State 1120, 3];相殺判定
type = Null;Helper
trigger1 = time = 0
stateno = 1012
id = 1012
name = "hagewashi_sousai"
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

[State 1120, 3];攻撃判定
type = Helper
trigger1 = time = 0
stateno = 1121
id = 1121
name = "kimoeguri_attack"
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[当身関係]
[State 1120, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 1120, 4]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1120
time = -1
ignorehitpause = 1

;---------------------[変数]
[State 1120, 5];スロー再現
type = ParentVarSet
trigger1 = var(1) > 0
v = 16
value = 10

[State 1120, 5]
type = VarAdd
trigger1 = var(1) > 0
v = 1
value = -1

[State 1120, 5]
type = ParentVarAdd
trigger1 = numhelper(1121) > 0
trigger1 = helper(1121),movehit = 1
v = 4
value = 1
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 1120, 6]
type = DestroySelf
trigger1 = time = 24
trigger2 = root,movetype = H

;----------------------------------------------------------------------------
; 弱廻転肝えぐり（禿鷲・攻撃判定）
[Statedef 1121]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1014
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1121, 1]
type = BindToParent
trigger1 = 1
x = 0
y = 0

;---------------------[攻撃]
[State 1121, 2]
type = HitDef
trigger1 = 1
attr = A,SP
damage = ceil(ceil(ifelse(root,var(2)=0,3,2.01)*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(1*root,fvar(3))
getpower = ceil(1*root,fvar(4)),ceil(1*root,fvar(4))
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 0,3
sparkno = s7009
sparkxy = -15,-15
hitsound = s220,random%3
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8
air.type = High
air.velocity = ifelse(root,var(8)=0,-2.75,2.75*(facing*enemynear,facing)),-6.75
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.43
id = ifelse(p2statetype=A,42221,1110)
nochainid = ifelse(p2statetype=A,42221,-1)

;---------------------[エフェクト]
[State 1121, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 1121, 3];血
type = Explod
trigger1 = 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
scale = const(size.xscale),const(size.yscale)
;persistent = 0
ignorehitpause = 1

;---------------------[変数]
[State 1121, 4];スロー再現
type = ParentVarSet
trigger1 = movecontact = 1
v = 1
value = 10

;---------------------[ヘルパー消去]
[State 1121, 5]
type = DestroySelf
trigger1 = time = 24
trigger2 = root,movetype = H
trigger3 = parent,stateno != 1120

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 強廻転肝えぐり（追加禿鷲）
[Statedef 1170]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1010
velset = 20,-20
sprpriority = 5

;---------------------[移動]
[State 1170, 1]
type = VelAdd
trigger1 = 1
x = -1.5
y = 1.5

;---------------------[エフェクト]
[State 1170, 2]
type = Explod
trigger1 = time = 0
anim = 1011
id = 1011
sprpriority = 6
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
ignorehitpause = 1

[State 1170, 2]
type = ModifyExplod
trigger1 = time%2 = 0
id = 1011
trans = none

[State 1170, 2]
type = ModifyExplod
trigger1 = time%2 = 1
id = 1011
trans = addalpha
alpha = 0,256

[State 1170, 2]
type = RemoveExplod
trigger1 = time = 24
trigger2 = root,movetype = H
id = 1011

;---------------------[ヘルパー]
[State 1170, 3];相殺判定
type = Null;Helper
trigger1 = time = 0
stateno = 1012
id = 1012
name = "hagewashi_sousai"
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

[State 1170, 3];攻撃判定
type = Helper
trigger1 = time = 0
stateno = 1171
id = 1171
name = "kimoeguri_attack"
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[当身関係]
[State 1170, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 1120, 4]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1170
time = -1
ignorehitpause = 1

;---------------------[変数]
[State 1170, 5];スロー再現
type = ParentVarSet
trigger1 = var(1) > 0
v = 16
value = 10

[State 1170, 5]
type = VarAdd
trigger1 = var(1) > 0
v = 1
value = -1

[State 1170, 5]
type = ParentVarAdd
trigger1 = numhelper(1171) > 0
trigger1 = helper(1171),movehit = 1
v = 4
value = 1
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 1170, 6]
type = DestroySelf
trigger1 = time = 24
trigger2 = root,movetype = H

;----------------------------------------------------------------------------
; 強廻転肝えぐり（禿鷲・攻撃判定）
[Statedef 1171]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1014
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 1171, 1]
type = BindToParent
trigger1 = 1
x = 0
y = 0

;---------------------[攻撃]
[State 1171, 2]
type = HitDef
trigger1 = 1
attr = A,SP
damage = ceil(ceil(ifelse(root,var(2)=0,6,ifelse(root,var(2)=1,4,5))*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(1*root,fvar(3))
getpower = ceil(1*root,fvar(4)),ceil(1*root,fvar(4))
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 0,3
sparkno = s7009
sparkxy = -15,0
hitsound = s220,random%3
guardsound = s120,random%2
guard.sparkno = s7020
guard.hittime = 14
guard.velocity = -4
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -8
air.type = High
air.velocity = ifelse(root,var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 9999
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.7
id = 1150

;---------------------[エフェクト]
[State 1171, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 1171, 3];血
type = Explod
trigger1 = 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
scale = const(size.xscale),const(size.yscale)
;persistent = 0
ignorehitpause = 1

;---------------------[変数]
[State 1171, 4];スロー再現
type = ParentVarSet
trigger1 = movecontact = 1
v = 1
value = 10

;---------------------[相手制御]
[State 1171, 5]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1
value = 1999
id = 1150
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 1171, 6]
type = DestroySelf
trigger1 = time = 24
trigger2 = root,movetype = H
trigger3 = parent,stateno != 1170

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 迷兇死衰・凶器（禿鷲相殺判定）
[Statedef 2020]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2020
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 2020, 1]
type = BindToRoot
trigger1 = 1
pos = 72,-72

;---------------------[当身関係]
[State 2020, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 2020, 2]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = -1
ignorehitpause = 1

[State 2020, 2]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 2021
time = -1
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 2020, 3]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = root,stateno != 2005

;----------------------------------------------------------------------------
; 迷兇死衰・凶器（禿鷲相殺判定）
[Statedef 2021]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2020
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 2021, 1]
type = BindToParent
trigger1 = 1
x = 72
y = -72

;---------------------[当身関係]
[State 2021, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 2021, 3]
type = DestroySelf
trigger1 = time = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 迷兇死衰・凶飢（凶文字）
[Statedef 2130]
type = S
movetype = I
physics = N
ctrl = 0
anim = 2130
velset = 50,0
sprpriority = -99

;---------------------[アニメ変更]
[State 2030, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(2131)
trigger1 = root,facing = 1
value = 2131

[State 2030, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(2130)
trigger1 = root,facing = -1
value = 2132

[State 2030, 1]
type = ChangeAnim
trigger1 = time = 49
value = anim+5

[State 2030, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(2131)
trigger1 = root,facing = -1
value = 2133

;---------------------[効果音]
[State 2030, 2]
type = PlaySnd
trigger1 = time = 37
value = 1200,2

[State 2030, 2]
type = PlaySnd
trigger1 = time = 41
value = 2100,3

;---------------------[移動]
[State 2030, 2]
type = PosSet
trigger1 = 1
x = -130 + var(1)
y = pos y - screenpos y + 32 + var(2)

;---------------------[変数]
[State 2030, 3]
type = VarSet
trigger1 = time = 0
v = 1
value = 0

[State 2030, 3]
type = VarSet
trigger1 = time = 0
v = 2
value = 0

[State 2030, 3]
type = VarAdd
triggerall = time >= 49
trigger1 = anim = 2135
trigger2 = anim = 2138
v = 1
value = 1

[State 2030, 3]
type = VarAdd
triggerall = time >= 49
trigger1 = anim = 2136
trigger2 = anim = 2137
v = 1
value = -1

[State 2030, 3]
type = VarAdd
triggerall = time >= 49
trigger1 = anim = 2136
trigger2 = anim = 2138
v = 2
value = 1

[State 2030, 3]
type = VarAdd
triggerall = time >= 49
trigger1 = anim = 2135
trigger2 = anim = 2137
v = 2
value = -1

;---------------------[エフェクト]
[State 2030, 4];血
type = Explod
trigger1 = time = 17
anim = 2140
id = 7050
sprpriority = 5
postype = p2
facing = -1
pos = 0,0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

[State 2030, 4];血
type = Explod
trigger1 = time = 37
anim = 7056
id = 7050
sprpriority = 4
postype = p2
facing = -1
pos = -5,enemy,const(size.mid.pos.y) - 10
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
persistent = 0
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 2030, 5]
type = DestroySelf
trigger1 = animtime = 0
trigger1 = anim >= 2135

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 乱舞奥義通常ルートフィニッシュ（禿鷲）
[Statedef 2945]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1010
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 2945, 1]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2945, 1]
type = VelSet
trigger1 = 1
x = 3

[State 2945, 1]
type = VelSet
trigger1 = time = 0
y = -9.5

[State 2945, 1];40F
type = VelAdd
trigger1 = time <= 20
y = 0.3

[State 2945, 1];40F
type = VelAdd
trigger1 = time > 20
y = 1.00

[State 2945, 1]
type = VelSet
trigger1 = frontedgedist < 10
x = 0

[State 2945, 1]
type = PosAdd
trigger1 = frontedgedist < 10
x = -10+(frontedgedist)

;---------------------[エフェクト]
[State 2945, 2]
type = Explod
trigger1 = time = 0
anim = 1011
id = 1011
sprpriority = 6
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
ignorehitpause = 1

[State 2945, 2]
type = ModifyExplod
trigger1 = time%2 = 0
id = 1011
trans = none

[State 2945, 2]
type = ModifyExplod
trigger1 = time%2 = 1
id = 1011
trans = addalpha
alpha = 0,256

[State 2945, 2]
type = RemoveExplod
trigger1 = root,movetype = H
id = 1011

;---------------------[ヘルパー]
[State 2945, 3];相殺判定
type = Helper
trigger1 = time = 0
id = 1012
stateno = 1012
helpertype = normal
name = "hagewashi_sousai"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

[State 2945, 3];攻撃判定
type = Helper
trigger1 = time = 0
id = 2946
stateno = 2946
helpertype = normal
name = "ranbu_hagewashi"
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
sprpriority = 4
persistent = 0
pausemovetime = 0
ignorehitpause = 1

;---------------------[当身関係]
[State 2945, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[変数]
[State 2945, 5]
type = ParentVarAdd
trigger1 = numhelper(2946) > 0
trigger1 = helper(2946),movehit = 1
v = 4
value = 1
ignorehitpause = 1

;---------------------[ステート変更]
[State 2945, 6]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -50
value = 1020

[State 2945, 6]
type = ChangeState
trigger1 = root,movetype = H
trigger2 = root,stateno != 2940
value = 205

;----------------------------------------------------------------------------
; 乱舞奥義通常ルートフィニッシュ（禿鷲・攻撃判定）
[Statedef 2946]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2946
velset = 0,0
sprpriority = 5

;---------------------[移動]
[State 2946, 1]
type = BindToParent
trigger1 = 1
x = 0
y = 0

;---------------------[攻撃]
[State 2946, 2]
type = HitDef
trigger1 = 1
attr = A,HP
damage = ceil(ceil(ifelse(root,var(2)=1,5,6)*root,fvar(1)*root,fvar(2)-(root,var(4)>1))*root,fvar(3))*root,var(14),ceil(1*root,fvar(3))
getpower = 0,0
givepower = ceil(ifelse(root,var(4)=1,2,0)*root,fvar(4)),0
animtype = Back
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 0,2
sparkno = s7009
sparkxy = -20,0
hitsound = s220,random%3
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 = -3,-12
air.type = High
air.velocity = ifelse(root,var(8)=0,-3,3*(facing*enemynear,facing)),-12
air.hittime = 12
airguard.velocity = -4.5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill = 1
fall = 1
fall.recover = 1
fall.recovertime = 9999
p2facing = ifelse(root,var(8)=0,1,0)
yaccel = 0.7
id = 2940

;---------------------[エフェクト]
[State 2946, 3];スロー再現
type = Pause
trigger1 = movehit = 1
time = 2
;persistent = 0
;ignorehitpause = 1

[State 2946, 3]
type = RemoveExplod
trigger1 = movehit = 1
ID = 7050
ignorehitpause = 1

[State 2946, 3];血
type = Explod
trigger1 = time > 0 && movehit = 1
anim = 7051
id = 7050
sprpriority = 1
postype = p2
facing = -1
pos = 0,enemy,const(size.head.pos.y) + 15
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1

[State 2946, 3];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
time = 1
value = 255,0,0
under = 1
;persistent = 0
ignorehitpause = 1

;---------------------[相手制御]
[State 2946, 4]
type = TargetState
trigger1 = numtarget
trigger1 = movehit = 1
value = 1997
id = 2940
ignorehitpause = 1

;---------------------[ヘルパー消去]
[State 2946, 5]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = parent,stateno != 2945

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; ６Ｃスクロール再現
[Statedef 6236]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 20000
velset = 0,0
sprpriority = -2

[State 6236, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 6236, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 6236, 3]
type = VelSet
trigger1 = time = 0
x = -(backedgedist * 0.1);-7.0

[State 6236, 4]
type = VelSet
trigger1 = time > 0
trigger1 = vel x > -2.5
x = 0

[State 6236, 5]
type = VelMul
trigger1 = time > 0
x = 0.925

[State 6236, 6]
type = DestroySelf
trigger1 = p2stateno != 236
trigger2 = time > 0 && vel x = 0

;変数確認
[State 6236, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "back=%d vel x=%f"
params = backedgebodydist, vel x
ignorehitpause = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; ＫＯ勝利演出（待機）
[Statedef 8000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 20000
velset = 0,0
sprpriority = 7

[State 8000, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 8000, 1]
type = AssertSpecial
trigger1 = win
trigger1 = matchover = 1
flag = nomusic

;---------------------[移動関係]
[State 8000, 2]
type = BindToRoot
trigger1 = 1
pos = 0,0

;---------------------[ステート変更]
[State 8000, 3]
type = ChangeState
triggerall = winko
triggerall = roundstate <= 3
trigger1 = root,stateno = [200,1999]
value = 8001

[State 8000, 3]
type = ChangeState
triggerall = winko
triggerall = roundstate <= 3
trigger1 = root,stateno = [2000,2999]
value = 8002

;----------------------------------------------------------------------------
; ＫＯ勝利演出（通常）
[Statedef 8001]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 20000
velset = 0,0
sprpriority = 7

[State 8001, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 8001, 1]
type = AssertSpecial
trigger1 = win
trigger1 = matchover = 1
flag = nomusic

;---------------------[移動関係]
[State 8001, 2]
type = BindToRoot
trigger1 = 1
pos = 0,0

;---------------------[効果音]
[State 8001, 3]
type = PlaySnd
trigger1 = time = 0
value = 8001,root,var(9)

;---------------------[エフェクト]
[State 8001, 4];画面フラッシュ
type = EnvColor
trigger1 = time%3 = 0
trigger1 = time <= 39
time = 1
value = 255,0,0
under = 1
;persistent = 0
;ignorehitpause = 1

[State 8001, 4];画面フラッシュ
type = EnvColor
trigger1 = time%3 = 1
trigger1 = time <= 39
time = 1
value = 198,0,0
under = 1
;persistent = 0
;ignorehitpause = 1

[State 8001, 4];画面フラッシュ
type = EnvColor
trigger1 = time%3 = 2
trigger1 = time <= 39
time = 1
value = 128,0,0
under = 1
;persistent = 0
;ignorehitpause = 1

;----------------------------------------------------------------------------
; ＫＯ勝利演出（必殺）
[Statedef 8002]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 20000
velset = 0,0
sprpriority = 7

[State 8002, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 8002, 1]
type = AssertSpecial
trigger1 = win
trigger1 = matchover = 1
flag = nomusic

;---------------------[移動関係]
[State 8002, 2]
type = BindToRoot
trigger1 = 1
pos = 0,0

;---------------------[効果音]
[State 8002, 3]
type = PlaySnd
trigger1 = time = 0
value = 8001,root,var(9)+2

;---------------------[エフェクト]
[State 8002, 4];背景の暗転
type = BGPalfx
trigger1 = time <= 32
add = 256-time*8,256-time*8,256-time*8
;mul = 256-time*8,256-time*8,256-time*8
time = 1
under = 2
;ignorehitpause = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 剣質選択用ヘルパー
[Statedef 10000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 10001
velset = 0,0
sprpriority = 5

[State 10000, 1]
type = turn
trigger1 = facing != 1

;---------------------[エフェクト]
[State 10000, 2]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

;---------------------[変数指定]
[State 10000, 3];力
type = ParentVarSet
trigger1 = anim = 10001
v = 2
value = 0

[State 10000, 3];技
type = ParentVarSet
trigger1 = anim = 10002
v = 2
value = 1

[State 10000, 3];極
type = ParentVarSet
trigger1 = anim = 10003
v = 2
value = 2

[State 10000, 3];極コマンド制限時間
type = VarAdd
trigger1 = var(1) > 0
v = 2
value = 1

[State 10000, 3];極コマンド制限時間
type = VarSet
trigger1 = anim = 10003
trigger2 = var(1) = 0
trigger3 = var(2) >= 240
v = 2
value = 0

[State 10000, 3];コマンド失敗時
type = VarSet
trigger1 = anim = 10001
trigger1 = command = "U" || (command = "D" && var(1) != [6,8])
trigger2 = anim = 10002
trigger2 = command = "D" || (command = "U" && var(1) = [6,8])
trigger3 = var(2) = 240
v = 1
value = 0

[State 10000, 3];コマンド成功時
type = VarAdd
trigger1 = anim = 10002
trigger1 = command = "U"
trigger1 = var(1) < 6
v = 1
value = 1

[State 10000, 3];コマンド成功時
type = VarAdd
trigger1 = anim = 10001
trigger1 = command = "D"
trigger1 = var(1) >= 6
trigger1 = var(1) < 9
v = 1
value = 1

[State 10000, 3];コマンド成功時
type = VarAdd
trigger1 = anim = 10002
trigger1 = command = "U"
trigger1 = var(1) >= 9
trigger1 = var(1) < 13
v = 1
value = 1

;---------------------[アニメーション]
[State 10000, 4];力
type = ChangeAnim
triggerall = time = 0
trigger1 = parent,palno = 1
trigger2 = parent,palno = 4
value = 10001

[State 10000, 4];技
type = ChangeAnim
triggerall = time = 0
trigger1 = parent,palno = 2
trigger2 = parent,palno = 5
value = 10002

[State 10000, 4];極
type = ChangeAnim
triggerall = time = 0
trigger1 = parent,palno = 3
trigger2 = parent,palno = 6
value = 10003

[State 10000, 4]
type = ChangeAnim
triggerall = anim = 10001
triggerall = animelem = 2, >= 0
trigger1 = root,var(56) = 0
trigger1 = command = "F" || command = "B"
trigger2 = root,var(56) = 2
value = 10002

[State 10000, 4]
type = ChangeAnim
triggerall = anim = 10002
triggerall = animelem = 2, >= 0
trigger1 = root,var(56) = 0
trigger1 = command = "F" || command = "B"
trigger2 = root,var(56) = 1
value = 10001

[State 10000, 4]
type = ChangeAnim
triggerall = anim = 10003
triggerall = animelem = 2, >= 0
trigger1 = root,var(56) = 0
trigger1 = var(1) < 13
trigger1 = command = "F" || command = "B"
value = 10002

[State 10000, 4]
type = ChangeAnim
triggerall = anim = 10003
triggerall = animelem = 2, >= 0
trigger1 = root,var(56) = [1,2]
value = 10000 + root,var(56)

[State 10000, 4]
type = ChangeAnim
trigger1 = var(1) >= 13
trigger2 = root,var(56) = 3
value = 10003

;---------------------[効果音]
[State 10000, 5]
type = PlaySnd
trigger1 = root,var(56) = 0
trigger1 = var(1) < 13
trigger1 = command = "F" || command = "B"
value = 10000,0

[State 10000, 5]
type = PlaySnd
trigger1 = var(1) >= 13
trigger1 = anim = 10003
value = 10000,0
persistent = 0

;---------------------[ステート変更]
[State 10000, 6]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10000, 6]
type = ChangeState
trigger1 = command = "start"
trigger2 = time >= 500
trigger3 = root,var(56) = [1,3]
trigger3 = anim = 10000 + root,var(56)
value = 10001

;----------------------------------------------------------------------------
; 剣質選択用ヘルパー２
[Statedef 10001]
type    = A
movetype= I
physics = N
ctrl = 0
anim = anim + 10
velset = 0,0
sprpriority = 1

;---------------------[効果音]
[State 10001, 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,1

;---------------------[エフェクト]
[State 10001, 2]
type = RemoveExplod
trigger1 = animtime = 0
ID = 10000

;---------------------[ステート変更]
[State 10001, 3]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10001, 3]
type = DestroySelf
trigger1 = animtime = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; ゲージ表示
[Statedef 11000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 11000
velset = 0,0
sprpriority = 10

[State 11000, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

;---------------------[変数]
[State 11000, 2]
type = VarAdd
trigger1 = ceil(root,power/15.625) < var(5)
v = 5
value = -1
ignorehitpause = 1

[State 11000, 2]
type = VarAdd
trigger1 = ceil(root,power/15.625) > var(5)
v = 5
value = 1
ignorehitpause = 1

;---------------------[ゲージ表示]
[State 11000, 3];
type = RemoveExplod
trigger1 = numexplod(11020) = 0
trigger1 = floor((256*root,life)/root,lifemax) < 65
id = 11010

[State 11000, 3];ゲージ枠点滅1P
type = Explod
trigger1 = facing = 1
trigger1 = numexplod(11020) = 0
trigger1 = floor((256*root,life)/root,lifemax) < 65
anim = 11020+root,var(2)*2
id = 11020
postype = left
bindtime = -1
pos = 51,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];ゲージ枠点滅2P
type = Explod
trigger1 = facing = -1
trigger1 = numexplod(11020) = 0
trigger1 = floor((256*root,life)/root,lifemax) < 65
anim = 11021+root,var(2)*2
id = 11020
postype = right
bindtime = -1
pos = -51,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[State 11000, 3];ゲージ枠通常1P
type = Explod
trigger1 = facing = 1
trigger1 = numexplod(11001) = 0
trigger1 = floor((256*root,life)/root,lifemax) >= 65
anim = 11001+root,var(2)*2
id = 11001
postype = left
bindtime = -1
pos = 51,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];ゲージ枠通常2P
type = Explod
trigger1 = facing = -1
trigger1 = numexplod(11001) = 0
trigger1 = floor((256*root,life)/root,lifemax) >= 65
anim = 11002+root,var(2)*2
id = 11001
postype = right
bindtime = -1
pos = -51,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[State 11000, 3];ゲージ枠MAX1P
type = Explod
triggerall = facing = 1
triggerall = numexplod(11030) = 0
trigger1 = var(5) >= 64
anim = 11030+root,var(2)*2
id = 11030
postype = left
bindtime = -1
pos = 51,230
sprpriority = 99
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];ゲージ枠MAX2P
type = Explod
triggerall = facing = -1
triggerall = numexplod(11030) = 0
trigger1 = var(5) >= 64
anim = 11031+root,var(2)*2
id = 11030
postype = right
bindtime = -1
pos = -51,230
sprpriority = 99
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[State 11000, 3];ゲージ量
type = Explod
trigger1 = facing = 1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = left
bindtime = -1
pos = 19,231
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1

[State 11000, 3];ゲージ量
type = Explod
trigger1 = facing = -1
trigger1 = numexplod(11010) = 0
anim = 11010+root,var(2)
id = 11010
postype = right
bindtime = -1
pos = -19,231
sprpriority = 98
removetime = -1
ownpal = 1
facing = -1
ontop = 1

;---------------------[ゲージ変化]
[State 11000, 4]
type = ModifyExplod
trigger1 = var(5) < 64
ID = 11010
scale = var(5)/64.0,1.0

[State 11000, 4]
type = RemoveExplod
trigger1 = numexplod(11030) > 0
trigger1 = var(5) >= 64
id = 11010

[State 11000, 4];
type = RemoveExplod
trigger1 = numexplod(11030) > 0
trigger1 = var(5) >= 64
trigger2 = floor((256*root,life)/root,lifemax) < 65
trigger3 = roundstate > 2
trigger3 = numhelper(12001) > 0
id = 11001

[State 11000, 4];
type = RemoveExplod
trigger1 = numexplod(11030) > 0
trigger1 = var(5) >= 64
trigger2 = floor((256*root,life)/root,lifemax) >= 65
trigger3 = roundstate > 2
trigger3 = numhelper(12001) > 0
id = 11020

[State 11000, 4];
type = RemoveExplod
trigger1 = roundstate < 3
trigger1 = var(5) < 64
trigger2 = roundstate > 2
trigger2 = numhelper(12001) > 0
id = 11030

[State 11000, 4];
type = RemoveExplod
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 11010

;----------------------------------------------------------------------------
;---------------------[ゲージ変化]
[State 11000, 5]
type = RemoveExplod
triggerall = numexplod(10501) > 0
trigger1 = floor(fvar(1)) <= 0
trigger2 = time%2 = 1
trigger2 = floor(fvar(1)) < 256
trigger2 = floor((256*root,life)/root,lifemax) < floor(fvar(1))
id = 10501
ignorehitpause = 1

[State 11000, 5]
type = RemoveExplod
triggerall = numexplod(10502) > 0
trigger1 = floor(fvar(1)) <= 0
trigger2 = floor(fvar(1)) >= 256
trigger3 = time%2 = 1
trigger3 = floor(fvar(1)) < 256
trigger3 = floor((256*root,life)/root,lifemax) != floor(fvar(1)) + 1
id = 10502
ignorehitpause = 1

[State 11000, 5]
type = RemoveExplod
triggerall = numexplod(10503) > 0
trigger1 = floor(fvar(1)) <= 0
trigger2 = time%2 = 1
trigger2 = floor(fvar(1)) < 256
trigger2 = floor((256*root,life)/root,lifemax) != floor(fvar(1))
id = 10503
ignorehitpause = 1

;---------------------[ゲージ表示]
[State 11000, 6];体力ゲージ枠1P
type = Explod
trigger1 = root,teamside = 1
trigger1 = numexplod(10500) = 0
anim = 10500
id = 10500
pos = 54,217
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = 1
sprpriority = 19
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];体力ゲージ枠2P
type = Explod
trigger1 = root,teamside = 2
trigger1 = numexplod(10500) = 0
anim = 10500
id = 10500
pos = -54,217
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = -1
sprpriority = 19
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];体力ゲージ増減1
type = Explod
trigger1 = root,teamside = 1
trigger1 = floor(fvar(1)) >= 256
trigger1 = numexplod(10501) = 0
anim = 10757
id = 10501
pos = 57,221
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];体力ゲージ増減2
type = Explod
trigger1 = root,teamside = 1
trigger1 = floor(fvar(1)) < 256
trigger1 = numexplod(10502) = 0
anim = 10501 + floor(fvar(1))
id = 10502
pos = 57,221
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];体力ゲージ増減3
type = Explod
trigger1 = root,teamside = 1
trigger1 = time%4 <= 1
trigger1 = floor(fvar(1)) < 65
trigger1 = numexplod(10503) = 0
anim = 10801 + floor(fvar(1))
id = 10503
pos = 57,221
postype = left
scale = 0.5,0.5
bindtime = -1
removetime = 3
ownpal = 1
ontop = 1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];体力ゲージ増減1
type = Explod
trigger1 = root,teamside = 2
trigger1 = floor(fvar(1)) >= 256
trigger1 = numexplod(10501) = 0
anim = 10757
id = 10501
pos = -57,221
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = -1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];体力ゲージ増減2
type = Explod
trigger1 = root,teamside = 2
trigger1 = floor(fvar(1)) < 256
trigger1 = numexplod(10502) = 0
anim = 10501 + floor(fvar(1))
id = 10502
pos = -57,221
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
facing = -1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

[State 11000, 6];体力ゲージ増減3
type = Explod
trigger1 = root,teamside = 2
trigger1 = time%4 <= 1
trigger1 = floor(fvar(1)) < 65
trigger1 = numexplod(10503) = 0
anim = 10801 + floor(fvar(1))
id = 10503
pos = -57,221
postype = right
scale = 0.5,0.5
bindtime = -1
removetime = 3
ownpal = 1
ontop = 1
facing = -1
sprpriority = 18
pausemovetime = 999999999
supermovetime = 999999999

;---------------------[変数]
[State 11000, 7]
type = VarSet
trigger1 = 1
fv = 1
value = floor((256*root,life)/root,lifemax)
persistent = 0
ignorehitpause = 1

[State 11000, 7]
type = VarSet
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) < floor(fvar(1))
fv = 2
value = floor(fvar(1) - floor((256*root,life)/root,lifemax))
ignorehitpause = 1

[State 11000, 7]
type = VarSet
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) > floor(fvar(1))
fv = 2
value = floor(floor((256*root,life)/root,lifemax) - fvar(1))
ignorehitpause = 1

[State 11000, 7]
type = VarAdd
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) < floor(fvar(1))
fv = 1
value = -ceil(fvar(2) / 8)
ignorehitpause = 1

[State 11000, 7]
type = VarAdd
trigger1 = time%2 = 0
trigger1 = floor((256*root,life)/root,lifemax) > floor(fvar(1))
fv = 1
value = ceil(fvar(2) / 8)
ignorehitpause = 1

;---------------------[ゲージ消去]
[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10500) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10500
ignorehitpause = 1

[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10501) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10501
ignorehitpause = 1

[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10502) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10502
ignorehitpause = 1

[State 11000, 8]
type = RemoveExplod
triggerall = numexplod(10503) > 0
trigger1 = roundstate > 2
trigger1 = numhelper(12001) > 0
id = 10503
ignorehitpause = 1

;----------------------------------------------------------------------------
;---------------------[ステージ端検出]
[State 11000, Stage Forward]
type = Helper
trigger1 = !var(0)
trigger1 = !numhelper(100000)
trigger1 = roundstate = [0,2]
helpertype = normal
name = "stage_forward"
stateno = 100000
id = 100000
keyctrl = 0
persistent = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 11000, Stage Backward]
type = Helper
trigger1 = !var(1)
trigger1 = !numhelper(110000)
trigger1 = roundstate = [0,2]
helpertype = normal
name = "stage_backward"
stateno = 110000
id = 110000
pos = 0,0
keyctrl = 0
persistent = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 11000, Stage Helper]
type = VarSet
trigger1 = numhelper(100000) > 0
var(2) = ceil(helper(100000),rootdist x)

[State 11000, Stage Helper]
type = VarSet
trigger1 = numhelper(110000) > 0
var(3) = ceil(helper(110000),rootdist x)

[State 11000, Stage Helper]
type = VarSet
trigger1 = 1
var(0) = ifelse((rootdist x < p2dist x), ceil(var(2)+(rootdist x))*(ifelse(root,facing = 0, 1, -1)), ceil(var(3)+(rootdist x))*(ifelse(root,facing = 0, -1, 1)))

[State 11000, Stage Helper]
type = VarSet
trigger1 = 1
var(1) = ifelse((rootdist x < p2dist x), ceil(var(3)+(rootdist x))*(ifelse(root,facing = 0, 1, -1)), ceil(var(2)+(rootdist x))*(ifelse(root,facing = 0, -1, 1)))

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; ワイプイン演出ヘルパー
[Statedef 12000]
type     = A
movetype = I
physics  = N
velset = 0,0
anim = 20000
ctrl = 0

[State 12000, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 12000, 2]
type = AssertSpecial
trigger1 = 1
flag  = nofg
flag2 = nobardisplay

[State 12000, 3]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8140) = 0
anim = 8140
id = 8140
pos = 0,0
postype = left
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12000, 4]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8141) = 0
anim = 8141
id = 8141
pos = 0,240
postype = left
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12000, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8140
scale = 1280,(24-time)*10

[State 12000, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8141
scale = 1280,(24-time)*10

[State 12000, 5]
type = DestroySelf
trigger1 = time > 0
trigger1 = numexplod(8140) = 0
trigger1 = numexplod(8141) = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; ワイプアウト演出ヘルパー
[Statedef 12001]
type     = A
movetype = I
physics  = N
velset = 0,0
anim = 20000
ctrl = 0

[State 12001, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 12001, 2]
type = AssertSpecial
trigger1 = 1
flag  = nofg
flag2 = nobardisplay

[State 12001, 3]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8142) = 0
anim = 8142
id = 8142
pos = 0,0
postype = left
scale = 1,1
ontop = 1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12001, 4]
type = Explod
trigger1 = time = 0
trigger1 = numexplod(8143) = 0
anim = 8143
id = 8143
pos = 0,240
postype = left
scale = 1,1
ontop = 1
ownpal = 1
facing = 1
bindtime = -1
removetime = -2
sprpriority = 999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12001, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8142
scale = 1280,(time)*10

[State 12001, ModifyExplod]
type = ModifyExplod
trigger1 = 1
id = 8143
scale = 1280,(time)*10

[State 12001, 5]
type = DestroySelf
trigger1 = time > 0
trigger1 = numexplod(8142) = 0
trigger1 = numexplod(8143) = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 勝利ポーズ画面移動
[Statedef 18000]
type = S
ctrl = 0
anim = 20000
velset = 0,0

[State 18000, 1]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
flag2 = invisible

[State 18000, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AA

[State 18000, 3]
type = VelSet
trigger1 = time = 0
trigger1 = facing = 1
x = ifelse(pos x < 0, -7.0, 21.0)

[State 18000, 4]
type = VelSet
trigger1 = time = 0
trigger1 = facing = -1
x = ifelse(pos x > 0, -7.0, 21.0)

[State 18000, 5]
type = VelMul
trigger1 = root,backedgedist > 105
x = 0.845

[State 18000, 6]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; A.I.起動フラグ用ヘルパー
[Statedef 20000]
type    = A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 20000, 1]
type = Turn
trigger1 = facing != parent,facing

[State 20000, 2]
type = AssertSpecial
trigger1 = 1
flag  = invisible
flag2 = noshadow

[State 20000, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 20000, 4]
type = VarSet
trigger1  = command = "a" && parent,command = "a"
trigger2  = command = "b" && parent,command = "b"
trigger3  = command = "c" && parent,command = "c"
trigger4  = command = "x" && parent,command = "x"
trigger5  = command = "y" && parent,command = "y"
trigger6  = command = "z" && parent,command = "z"
trigger7  = command = "start" && parent,command = "start"
trigger8  = command = "fwd" && parent,command = "fwd"
trigger9  = command = "back" && parent,command = "back"
trigger10 = command = "up" && parent,command = "up"
trigger11 = command = "down" && parent,command = "down"
v = 59
value = -1

[State 20000, 5]
type = DestroySelf
triggerall = ishelper
trigger1  = parent,var(59) || var(59) = -1
trigger2  = command = "a" && parent,command = "a"
trigger3  = command = "b" && parent,command = "b"
trigger4  = command = "c" && parent,command = "c"
trigger5  = command = "x" && parent,command = "x"
trigger6  = command = "y" && parent,command = "y"
trigger7  = command = "z" && parent,command = "z"
trigger8  = command = "start" && parent,command = "start"
trigger9  = command = "fwd" && parent,command = "fwd"
trigger10 = command = "back" && parent,command = "back"
trigger11 = command = "up" && parent,command = "up"
trigger12 = command = "down" && parent,command = "down"

[State 20000, 6]
type = VarSet
triggerall = var(59) != -1
triggerall = parent,ctrl
triggerall = parent,stateno != [120,159]
triggerall = parent,stateno != [5000,5099]
trigger1  = parent,command = "a"
trigger2  = parent,command = "b"
trigger3  = parent,command = "c"
trigger4  = parent,command = "x"
trigger5  = parent,command = "y"
trigger6  = parent,command = "z"
trigger7  = parent,command = "start"
trigger8  = parent,command = "fwd"
trigger9  = parent,command = "back"
trigger10 = parent,command = "up"
trigger11 = parent,command = "down"
v = 59
value = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; 先行入力ヘルパー
[Statedef 42221]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 20000

[State 42221, 1]
type = SelfState
trigger1 = !ishelper
value = 0

[State 42221, 2]
type = AssertSpecial
trigger1 = 1
flag  = invisible
flag2 = noshadow

[State 42221, 3]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP, AT

[State 42221, 4]
type = Turn
trigger1 = root,facing != facing

[State 42221, 5]
type = PosSet
trigger1 = 1
x = root,pos x
y = 9999

;先行入力受付時間
[State 42221, 6]
type = VarSet
trigger1 = 1
v = 0
value = 13

;コマンド入力
[State 42221, 7]
type = Null
triggerall = var(59) = 0
triggerall = root,statetype = A
trigger1 = command = "弱禿鷲"
trigger1 = var(12) := var(0) || 1
trigger2 = command = "強禿鷲"
trigger2 = var(13) := var(0) || 1

[State 42221, 7]
type = Null
triggerall = var(59) = 0
;triggerall = root,statetype != A
trigger1 = command = "迷兇死衰・凶器"
trigger1 = var(10) := var(0) || 1
trigger2 = command = "迷兇死衰・凶飢"
trigger2 = var(11) := var(0) || 1
trigger3 = command = "地舐め滑り"
trigger3 = var(14) := var(0) || 1
trigger4 = command = "無慈悲"
trigger4 = var(15) := var(0) || 1
trigger5 = command = "弱斬肉鎌鼬"
trigger5 = var(16) := var(0) || 1
trigger6 = command = "強斬肉鎌鼬"
trigger6 = var(17) := var(0) || 1
trigger7 = command = "弱廻転肝えぐり"
trigger7 = var(18) := var(0) || 1
trigger8 = command = "強廻転肝えぐり"
trigger8 = var(19) := var(0) || 1
trigger9 = command = "弱禿鷲"
trigger9 = var(20) := var(0) || 1
trigger10= command = "強禿鷲"
trigger10= var(21) := var(0) || 1
trigger11= command = "ガードキャンセル弾き"
trigger11= var(22) := var(0) || 1
trigger12= command = "乱舞奥義Ａ"
trigger12= var(23) := var(0) || 1
trigger13= command = "乱舞奥義Ｂ"
trigger13= var(24) := var(0) || 1

;変数リセット
[State 42221, 8]
type = Null
triggerall = root,time <= 2
trigger1  = var(10) > 0
trigger1  = root,stateno = 2000
trigger1  = var(10) := 0 || 1
trigger2  = var(11) > 0
trigger2  = root,stateno = 2100
trigger2  = var(11) := 0 || 1
trigger3  = var(12) > 0
trigger3  = root,stateno = 1300
trigger3  = var(12) := 0 || 1
trigger4  = var(13) > 0
trigger4  = root,stateno = 1350
trigger4  = var(13) := 0 || 1
trigger5  = var(14) > 0
trigger5  = root,stateno = 1500
trigger5  = var(14) := 0 || 1
trigger6  = var(15) > 0
trigger6  = root,stateno = 1400
trigger6  = var(15) := 0 || 1
trigger7  = var(16) > 0
trigger7  = root,stateno = 1200
trigger7  = var(16) := 0 || 1
trigger8  = var(17) > 0
trigger8  = root,stateno = 1250
trigger8  = var(17) := 0 || 1
trigger9  = var(18) > 0
trigger9  = root,stateno = 1100
trigger9  = var(18) := 0 || 1
trigger10 = var(19) > 0
trigger10 = root,stateno = 1150
trigger10 = var(19) := 0 || 1
trigger11 = var(20) > 0
trigger11 = root,stateno = 1000
trigger11 = var(20) := 0 || 1
trigger12 = var(21) > 0
trigger12 = root,stateno = 1001
trigger12 = var(21) := 0 || 1
trigger13 = var(22) > 0
trigger13 = root,stateno = 945
trigger13 = var(22) := 0 || 1
trigger14 = var(23) > 0
trigger14 = root,stateno = 2900
trigger14 = var(23) := 0 || 1
trigger15 = var(24) > 0
trigger15 = root,stateno = 2901
trigger15 = var(24) := 0 || 1

;先行入力時間減少
[State 42221, 迷兇死衰・凶器]
type = VarAdd
trigger1 = var(10) > 0
var(10) = -1

[State 42221, 迷兇死衰・凶飢]
type = VarAdd
trigger1 = var(11) > 0
var(11) = -1

[State 42221, 弱禿鷲]
type = VarAdd
trigger1 = var(12) > 0
var(12) = -1

[State 42221, 強禿鷲]
type = VarAdd
trigger1 = var(13) > 0
var(13) = -1

[State 42221, 地舐め滑り]
type = VarAdd
trigger1 = var(14) > 0
var(14) = -1

[State 42221, 無慈悲]
type = VarAdd
trigger1 = var(15) > 0
var(15) = -1

[State 42221, 弱斬肉鎌鼬]
type = VarAdd
trigger1 = var(16) > 0
var(16) = -1

[State 42221, 強斬肉鎌鼬]
type = VarAdd
trigger1 = var(17) > 0
var(17) = -1

[State 42221, 弱廻転肝えぐり]
type = VarAdd
trigger1 = var(18) > 0
var(18) = -1

[State 42221, 強弱廻転肝えぐり]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 42221, 弱禿鷲]
type = VarAdd
trigger1 = var(20) > 0
var(20) = -1

[State 42221, 強禿鷲]
type = VarAdd
trigger1 = var(21) > 0
var(21) = -1

[State 42221, ガードキャンセル弾き]
type = VarAdd
trigger1 = var(22) > 0
var(22) = -1

[State 42221, 乱舞奥義(中段)]
type = VarAdd
trigger1 = var(23) > 0
var(23) = -1

[State 42221, 乱舞奥義(下段)]
type = VarAdd
trigger1 = var(24) > 0
var(24) = -1

;変数確認
[State 42221, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "V(11)=%d V(12)=%d V(19)=%d V(21)=%d V(15)=%d \n"
params = Var(11), Var(12), Var(19), Var(21), Var(15)
ignorehitpause = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; ステージ端測定ヘルパー（前方）
[Statedef 100000]
type     = A
movetype = I
physics  = N
velset = IfElse(RoundState=2,30,10),0
anim = 0
ctrl = 0

[State 100000]
type = SelfState
trigger1 = !ishelper
value = 0

[State 100000]
type = AssertSpecial
trigger1 = ishelper
flag  = invisible
flag2 = noshadow
ignorehitpause = 1

[State 100000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 100000]
type = VarSet
trigger1 = time = 0
var(0) = 0

[State 100000]
type = Projectile
trigger1 = time = 0
trigger1 = numprojID(100000) < 1
projID = 100000
projanim = 20000
projstagebound = const(size.ground.front)*-2
projedgebound = 100000
projremovetime = -1
projpriority = 9999
velocity = IfElse(RoundState=2,30,10),0
offset = 0,0
supermovetime = 99999999
pausemovetime = 99999999

[State 100000]
type = VelSet
trigger1 = vel x > 0
trigger1 = root,numProjID(100000) = 0
x = 0

[State 100000]
type = VarSet
trigger1 = time > 0
trigger1 = vel x = 0
trigger1 = numhelper(100000) > 0
trigger1 = root,numprojID(100000) = 0
var(0) = ceil(rootdist x)

[State 100000]
type = DestroySelf
trigger1 = time > 0
trigger1 = var(0)
trigger1 = numhelper(11000) > 0
trigger1 = helper(11000),Var(0)

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
; ステージ端測定ヘルパー（後方）
[Statedef 110000]
type     = A
movetype = I
physics  = N
velset = IfElse(RoundState=2,-30,-10),0
anim = 0
ctrl = 0

[State 110000]
type = SelfState
trigger1 = !ishelper
value = 0

[State 110000]
type = AssertSpecial
trigger1 = ishelper
flag  = invisible
flag2 = noshadow
ignorehitpause = 1

[State 110000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 110000]
type = VarSet
trigger1 = time = 0
var(0) = 0

[State 110000]
type = Projectile
trigger1 = time = 0
trigger1 = numprojID(110000) < 1
projID = 110000
projanim = 20000
projstagebound = const(size.ground.front)*-2
projedgebound = 110000
projremovetime = -1
projpriority = 9999
velocity = IfElse(RoundState=2,-30,-10),0
offset = 0,0
supermovetime = 99999999
pausemovetime = 99999999

[State 110000]
type = VelSet
trigger1 = vel x < 0
trigger1 = root,numprojID(110000) = 0
x = 0

[State 110000]
type = VarSet
trigger1 = time > 0
trigger1 = vel X = 0
trigger1 = numhelper(110000) > 0
trigger1 = root,numprojID(110000) = 0
var(0) = ceil(rootdist x)

[State 110000]
type = DestroySelf
trigger1 = time > 0
trigger1 = var(0)
trigger1 = numhelper(11000) > 0
trigger1 = helper(11000),Var(1)
