[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 200
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.5		 ;Horizontal scaling factor.
yscale = 0.5		 ;Vertical scaling factor.
ground.back = 8		 ;Player width (back, ground)
ground.front = 8	 ;Player width (front, ground)
air.back = 8		 ;Player width (back, air)
air.front = 8		 ;Player width (front, air)
height = 40		 ;Height of player (for opponent to jump over)
attack.dist = 160	 ;Default attack distance
proj.attack.dist = 100	 ;Default attack distance for projectiles
proj.doscale = 0	 ;Set to 1 to scale projectiles too
head.pos = 0,-35	 ;Approximate position of head
mid.pos = 0,-20		 ;Approximate position of midsection
shadowoffset = 0	 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0	 ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.0		 ;Walk forward
walk.back = -2.0	 ;Walk backward
run.fwd  = 3.5,0	 ;Run forward (x, y)
run.back = -3.5,0	 ;Hop backward (x, y)
jump.neu = 0,-7.5	 ;Neutral jumping velocity (x, y)
jump.back = -2.0	 ;Jump back Speed (x, y)
jump.fwd = 2.0		 ;Jump forward Speed (x, y)
runjump.back = -2.0,-7.5 ;Running jump speeds (opt)
runjump.fwd = 2,-7.5	 ;.
airjump.neu = 0,-7.5	 ;.
airjump.back = -2.0	 ;Air jump speeds (opt)
airjump.fwd = 2.0	 ;.

[Movement]
airjump.num = 0;1	 ;Number of air jumps allowed (opt)
airjump.height = 35	 ;Minimum distance from ground before you can air jump (opt)
yaccel = .45		 ;Vertical acceleration
stand.friction = .85	 ;Friction coefficient when standing
crouch.friction = .82	 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; 使用している変数（本体）
;
; Var(0)	：特殊振り向き設定
; Var(1)	：ジャンプ回数制限
; Var(2)	：強溜め攻撃処理
; Var(3)	：魔法攻撃発動制御
; Var(4)	：ロッソ・ファンタズマ分身人数
; Var(5)	：ジャンプコマンド処理
; Var(51)	：ジャンプボタン設定	[Helper(40000),Var(1)]
; Var(52)	：ガード有無設定	[Helper(40000),Var(2)]
; Var(59)	：A.I.起動用

; FVar(1)	：攻撃力アップ

; 使用している変数（ヘルパー）
; NumHelper(12000)
; Var(1)	：魔法ブロック伸縮演出１
; Var(2)	：魔法ブロック伸縮演出２

;---------------------------------------------------------------------------
; 判定負け
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝利ポーズ（未搭載）
[Statedef 180]
type = S

[State 180, 0]
type = ChangeState
trigger1 = 1
value = 0

[State 180, 1]
type = Null;ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝利ポーズ（未搭載）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; イントロ（開始）
[Statedef 190]
type = S
ctrl = 0
anim = 40000
velset = 0,0

[State 190, 1]
type = ChangeState
trigger1 = Time = 0
value = 191 + (Random%2)

;---------------------------------------------------------------------------
; イントロ１
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = Null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; イントロ２
[Statedef 192]
type = S
ctrl = 0
anim = 40000
velset = 0,0

[State 192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 2]
type = Helper
trigger1 = Time = 1
stateno = 10192
id = 10192
name = "Intro_192"
helpertype = Normal
postype = P1
pos = -200,0
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 2
ignorehitpause = 1

[State 192, 3]
type = ChangeState
trigger1 = NumHelper(10192) > 0
trigger1 = Helper(10192),RootDist X <= 0
value = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・弱攻撃始動（一撃目）
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000, 10
persistent = 0

[State 1000, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
damage = Ceil((8+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,30),20
givepower = 13,7
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,0
guardsound = s1000,3
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 23

;ヒットエフェクト表示
[State 1000, 3]
type = Helper
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 4]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Command = "a"
value = 1001
ctrl = 0

[State 1000, 5]
type = ChangeState
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・弱攻撃始動（二撃目）
[Statedef 1001]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000, 10
persistent = 0

[State 1001, 2]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
damage = Ceil((8+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,30),20
givepower = 13,7
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,0
guardsound = s1000,3
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 28

;ヒットエフェクト表示
[State 1001, 3]
type = Helper
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1001, 4]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Command = "a"
value = 1010
ctrl = 0

[State 1001, 5]
type = ChangeState
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1001, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・弱攻撃始動（振り回し一撃目）
[Statedef 1010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = s1000, 11

[State 1010, 2]
type = Hitdef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
attr = S,SA
damage = Ceil((7+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,22),15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 25

;剣閃エフェクト１
[State 1010, 3]
type = Explod
trigger1 = AnimElem = 7
anim = 11010
id = 11010
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(100*Const(size.xscale)),Ceil(-120*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1010, 4]
type = Explod
trigger1 = AnimElem = 10
anim = 11011
id = 11011
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(60*Const(size.xscale)),Ceil(-140*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1010, 5]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1010, 6]
type = Helper
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1010, 7]
type = ChangeState
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
trigger1 = Command = "a"
value = 1011
ctrl = 0

[State 1010, 8]
type = ChangeState
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・弱攻撃始動（振り回し二撃目）
[Statedef 1011]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1011
ctrl = 0
sprpriority = 2

[State 1011, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = s1000, 11

[State 1011, 2]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = S,SA
damage = Ceil((7+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,22),15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 25

;剣閃エフェクト１
[State 1011, 3]
type = Explod
trigger1 = AnimElem = 4
anim = 11010
id = 11010
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(100*Const(size.xscale)),Ceil(-120*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1011, 4]
type = Explod
trigger1 = AnimElem = 7
anim = 11011
id = 11011
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(60*Const(size.xscale)),Ceil(-140*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1011, 5]
type = Helper
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1011, 6]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1011, 7]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
trigger1 = Command = "a"
value = 1012
ctrl = 0

[State 1011, 8]
type = ChangeState
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1011, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・弱攻撃始動（振り回し三撃目）
[Statedef 1012]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1011
ctrl = 0
sprpriority = 2

[State 1012, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = s1000, 11

[State 1012, 2]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = S,SA
damage = Ceil((7+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,22),15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 25

;剣閃エフェクト１
[State 1012, 3]
type = Explod
trigger1 = AnimElem = 4
anim = 11010
id = 11010
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(100*Const(size.xscale)),Ceil(-120*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1012, 4]
type = Explod
trigger1 = AnimElem = 7
anim = 11011
id = 11011
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(60*Const(size.xscale)),Ceil(-140*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1012, 5]
type = Helper
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1012, 6]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1012, 7]
type = ChangeState
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1012, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・弱攻撃始動（一撃目）
[Statedef 1050]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1050, 2]
type = VelMul
trigger1 = Time = 0
x = 0.1
y = 0.1

[State 1050, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000, 10
persistent = 0

[State 1050, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = A,SA
damage = Ceil((8+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,30),20
givepower = 13,7
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,0
guardsound = s1000,3
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -1,-3
airguard.velocity = -2,-3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 23

;ヒットエフェクト表示
[State 1050, 5]
type = Helper
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1050, 6]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Command = "a"
value = 1051
ctrl = 0

[State 1050, 7]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1050, 8]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1050, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・弱攻撃始動（二撃目）
[Statedef 1051]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1050
ctrl = 0
sprpriority = 2

[State 1051, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1051, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000, 10
persistent = 0

[State 1051, 3]
type = Hitdef
trigger1 = AnimElem = 3
attr = A,SA
damage = Ceil((8+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,30),20
givepower = 13,7
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,0
guardsound = s1000,3
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -1,-3
airguard.velocity = -2,-3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 28

;ヒットエフェクト表示
[State 1051, 4]
type = Helper
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1051, 5]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Command = "a"
value = 1060
ctrl = 0

[State 1051, 6]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1051, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1051, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・弱攻撃始動（振り回し一撃目）
[Statedef 1060]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1060
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1060, 2]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = s1000, 11

[State 1060, 3]
type = Hitdef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
attr = A,SA
damage = Ceil((7+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,22),15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -1,-3
airguard.velocity = -2,-3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 25

;剣閃エフェクト１
[State 1060, 4]
type = Explod
trigger1 = AnimElem = 7
anim = 11010
id = 11010
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(100*Const(size.xscale)),Ceil(-120*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1060, 5]
type = Explod
trigger1 = AnimElem = 10
anim = 11011
id = 11011
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(60*Const(size.xscale)),Ceil(-140*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1060, 6]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1060, 7]
type = Helper
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1060, 8]
type = ChangeState
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(13) < 0
trigger1 = Command = "a"
value = 1061
ctrl = 0

[State 1060, 9]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1060, 10]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1060, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・弱攻撃始動（振り回し二撃目）
[Statedef 1061]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1061
ctrl = 0
sprpriority = 2

[State 1061, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1061, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = s1000, 11

[State 1061, 3]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = A,SA
damage = Ceil((7+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,22),15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -1,-3
airguard.velocity = -2,-3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 25

;剣閃エフェクト１
[State 1061, 4]
type = Explod
trigger1 = AnimElem = 4
anim = 11010
id = 11010
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(100*Const(size.xscale)),Ceil(-120*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1061, 5]
type = Explod
trigger1 = AnimElem = 7
anim = 11011
id = 11011
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(60*Const(size.xscale)),Ceil(-140*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1061, 6]
type = Helper
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1061, 7]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1061, 8]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
trigger1 = Command = "a"
value = 1062
ctrl = 0

[State 1061, 9]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1061, 10]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1061, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・弱攻撃始動（振り回し三撃目）
[Statedef 1062]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1061
ctrl = 0
sprpriority = 2

[State 1062, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1062, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = s1000, 11

[State 1062, 3]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = A,SA
damage = Ceil((7+(Random%4))*FVar(1)),Ceil((2+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,22),15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -3.5
air.velocity = -1,-3
airguard.velocity = -2,-3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 25

;剣閃エフェクト１
[State 1062, 4]
type = Explod
trigger1 = AnimElem = 4
anim = 11010
id = 11010
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(100*Const(size.xscale)),Ceil(-120*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1062, 5]
type = Explod
trigger1 = AnimElem = 7
anim = 11011
id = 11011
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(60*Const(size.xscale)),Ceil(-140*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1062, 6]
type = Helper
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1062, 7]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1062, 8]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1062, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1062, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・強攻撃始動
[Statedef 1100]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, 1]
type = RemoveExplod
triggerall = NumExplod(11101) > 0
trigger1 = Var(2) = 2
trigger2 = AnimElemTime(8) > 0
id = 11101
ignorehitpause = 1

[State 1100, 2]
type = RemoveExplod
trigger1 = AnimElemTime(8) > 0
trigger1 = NumExplod(11103) > 0
id = 11103
ignorehitpause = 1

[State 1100, 3]
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 1100, 4]
type = VarSet
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 50
var(2) = 1

[State 1100, 5]
type = VarSet
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 90
var(2) = 2

[State 1100, 6]
type = VelSet
trigger1 = AnimElemTime(11) = 0
x = IfElse(Var(2) = 0, 7.5, IfElse(Var(2) = 1, 15.0, 30.0))

[State 1100, 7]
type = VelMul
trigger1 = AnimElemTime(11) > 0
x = 0.9

[State 1100, 8]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = s1100, 0

[State 1100, 9]
type = PlaySnd
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 50
value = s1100, 1

[State 1100, 10]
type = PlaySnd
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 90
value = s1100, 2

[State 1100, 11]
type = PlaySnd
trigger1 = AnimElem = 11
value = s1100, 3

;発生ディレイ
[State 1100, 12]
type = ChangeAnim
trigger1 = StateNo = 1100 && AnimElemTime(8) = 0
trigger1 = Command = "holdb"
value = 1100
elem = 4

;ディレイ解除
[State 1100, 13]
type = ChangeAnim
trigger1 = StateNo = 1100 && AnimElemTime(4) > 0
trigger1 = StateNo = 1100 && AnimElemTime(8) < 0
trigger1 = Command != "holdb"
value = 1100
elem = 8

[State 1100, 14]
type = Hitdef
trigger1 = Var(2) = 0
trigger1 = AnimElem = 11
attr = S,SA
damage = Ceil((21+(Random%7))*FVar(1)),Ceil((5+(Random%3))*FVar(1))
getpower = IfElse(IsHelper,0,70),50
givepower = 32,16
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = Low
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -5
guard.hittime = 22
guard.ctrltime = 22
guard.velocity = -6
air.velocity = -5,-3
airguard.velocity = -6,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 1100, 15]
type = Hitdef
trigger1 = Var(2) = 1
trigger1 = AnimElem = 11
attr = S,SA
damage = Ceil((21+(Random%7))*FVar(1)),Ceil((5+(Random%3))*FVar(1))
getpower = IfElse(IsHelper,0,80),55
givepower = 35,18
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = Low
ground.slidetime = 31
ground.hittime = 31
ground.velocity = -6
guard.hittime = 26
guard.ctrltime = 26
guard.velocity = -7
air.velocity = -6,-3.5
airguard.velocity = -7,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 1100, 16]
type = Hitdef
trigger1 = Var(2) = 2
trigger1 = AnimElem = 11
attr = S,SA
damage = Ceil((68+(Random%15))*FVar(1)),Ceil((68+(Random%15))*FVar(1))
getpower = IfElse(IsHelper,0,200),135
givepower = 90,45
animtype = Hard
hitflag = MAF
guardflag = 
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = Low
ground.slidetime = 31
ground.hittime = 31
ground.velocity = -7,-4
guard.hittime = 26
guard.ctrltime = 26
guard.velocity = -8
air.velocity = -7,-3.5
airguard.velocity = -8,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

;溜め炎エフェクト１
[State 1100, 17]
type = Explod
trigger1 = Time = 50
trigger1 = Var(2) = 1
anim = 11100
id = 11100
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト２
[State 1100, 18]
type = Explod
trigger1 = Time = 58
trigger1 = Var(2) = 1
anim = 11101
id = 11101
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト３
[State 1100, 19]
type = Explod
trigger1 = Time = 90
trigger1 = Var(2) = 2
anim = 11100
id = 11102
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト４
[State 1100, 20]
type = Explod
trigger1 = Time = 98
trigger1 = Var(2) = 2
anim = 11101
id = 11103
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト５
[State 1100, 21]
type = Explod
trigger1 = Var(2) = 1
trigger1 = AnimElemTime(8) = 1
anim = 11100
id = 11104
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5
pos = 0,0
postype = P1
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト６
[State 1100, 22]
type = Explod
trigger1 = Var(2) = 2
trigger1 = AnimElemTime(8) = 1
anim = 11100
id = 11105
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト
[State 1100, 23]
type = Explod
trigger1 = AnimElem = 11
anim = 11102
id = 11102
scale = Const(size.xscale)*1.75,Const(size.yscale)*1.75
pos = Ceil(140*Const(size.xscale)),Ceil(-35*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示
[State 1100, 24]
type = Helper
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1100, 25]
type = ChangeState
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1100, 26]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・強攻撃始動
[Statedef 1150]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1150
ctrl = 0
sprpriority = 2

[State 1150, 1]
type = RemoveExplod
triggerall = NumExplod(11101) > 0
trigger1 = Var(2) = 2
trigger2 = AnimElemTime(8) > 0
id = 11101
ignorehitpause = 1

[State 1150, 2]
type = RemoveExplod
trigger1 = AnimElemTime(8) > 0
trigger1 = NumExplod(11103) > 0
id = 11103
ignorehitpause = 1

[State 1150, 3]
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 1150, 4]
type = VarSet
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 50
var(2) = 1

[State 1150, 5]
type = VarSet
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 90
var(2) = 2

[State 1150, 6]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.005

[State 1150, 7]
type = VelMul
trigger1 = Time = 0
x = 0.125
y = 0.125

[State 1150, 8]
type = VelSet
trigger1 = AnimElemTime(11) = 0
x = IfElse(Var(2) = 0, 7.5, IfElse(Var(2) = 1, 15.0, 30.0))

[State 1150, 9]
type = VelMul
trigger1 = AnimElemTime(11) > 0
x = 0.9

[State 1150, 10]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = s1100, 0

[State 1150, 11]
type = PlaySnd
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 50
value = s1100, 1

[State 1150, 12]
type = PlaySnd
trigger1 = AnimElemTime(8) < 0
trigger1 = Time = 90
value = s1100, 2

[State 1150, 13]
type = PlaySnd
trigger1 = AnimElem = 11
value = s1100, 3

;発生ディレイ
[State 1150, 14]
type = ChangeAnim
trigger1 = StateNo = 1150 && AnimElemTime(8) = 0
trigger1 = Command = "holdb"
value = 1150
elem = 4

;ディレイ解除
[State 1150, 15]
type = changeanim
trigger1 = StateNo = 1150 && AnimElemTime(4) > 0
trigger1 = StateNo = 1150 && AnimElemTime(8) < 0
trigger1 = Command != "holdb"
value = 1150
elem = 8

[State 1150, 16]
type = Hitdef
trigger1 = Var(2) = 0
trigger1 = AnimElem = 11
attr = A,SA
damage = Ceil((21+(Random%7))*FVar(1)),Ceil((5+(Random%3))*FVar(1))
getpower = IfElse(IsHelper,0,70),50
givepower = 32,16
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = High
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -5
guard.hittime = 22
guard.ctrltime = 22
guard.velocity = -6
air.velocity = -5,-3
airguard.velocity = -6,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 1150, 17]
type = Hitdef
trigger1 = Var(2) = 1
trigger1 = AnimElem = 11
attr = S,SA
damage = Ceil((21+(Random%7))*FVar(1)),Ceil((5+(Random%3))*FVar(1))
getpower = IfElse(IsHelper,0,80),55
givepower = 35,18
animtype = Medium
hitflag = MAF
guardflag = HA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = Low
ground.slidetime = 31
ground.hittime = 31
ground.velocity = -6
guard.hittime = 26
guard.ctrltime = 26
guard.velocity = -7
air.velocity = -6,-3.5
airguard.velocity = -7,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 1150, 18]
type = Hitdef
trigger1 = Var(2) = 2
trigger1 = AnimElem = 11
attr = S,SA
damage = Ceil((68+(Random%15))*FVar(1)),Ceil((68+(Random%15))*FVar(1))
getpower = IfElse(IsHelper,0,200),135
givepower = 90,45
animtype = Hard
hitflag = MAF
guardflag = 
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = Low
ground.slidetime = 31
ground.hittime = 31
ground.velocity = -7,-4
guard.hittime = 26
guard.ctrltime = 26
guard.velocity = -8
air.velocity = -7,-3.5
airguard.velocity = -8,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

;溜め炎エフェクト１
[State 1150, 19]
type = Explod
trigger1 = Time = 50
trigger1 = Var(2) = 1
anim = 11100
id = 11100
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト２
[State 1150, 20]
type = Explod
trigger1 = Time = 58
trigger1 = Var(2) = 1
anim = 11101
id = 11101
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト３
[State 1150, 21]
type = Explod
trigger1 = Time = 90
trigger1 = Var(2) = 2
anim = 11100
id = 11102
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト４
[State 1150, 22]
type = Explod
trigger1 = Time = 98
trigger1 = Var(2) = 2
anim = 11101
id = 11103
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト５
[State 1150, 23]
type = Explod
trigger1 = Var(2) = 1
trigger1 = AnimElemTime(8) = 1
anim = 11100
id = 11104
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5
pos = 0,0
postype = P1
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;溜め炎エフェクト６
[State 1150, 24]
type = Explod
trigger1 = Var(2) = 2
trigger1 = AnimElemTime(8) = 1
anim = 11100
id = 11105
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト
[State 1150, 25]
type = Explod
trigger1 = AnimElem = 11
anim = 11102
id = 11102
scale = Const(size.xscale)*1.75,Const(size.yscale)*1.75
pos = Ceil(140*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示
[State 1150, 26]
type = Helper
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1150, 27]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1150, 28]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1150, 29]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・下強攻撃始動
[Statedef 1200]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1200, 2]
type = VelAdd
trigger1 = AnimElemTime(4) < 0
y = 0.025

[State 1200, 3]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 10.0
y = 7.5

[State 1200, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1200, 0

[State 1200, 5]
type = Hitdef
trigger1 = AnimElem = 4
attr = A,SA
damage = Ceil((40+(Random%10))*FVar(1)),Ceil((10+(Random%5))*FVar(1))
getpower = IfElse(IsHelper,0,130),85
givepower = 60,30
animtype = Medium
hitflag = MAF
guardflag = HA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -5
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -6
air.velocity = -2.5,-5
airguard.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

;剣閃エフェクト表示
[State 1200, 6]
type = Helper
trigger1 = AnimElem = 4
stateno = 11200
id = 11200
name = "Slash_Effect"
helpertype = Normal
postype = P1
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
;ignorehitpause = 1

;ヒットエフェクト表示
[State 1200, 7]
type = Helper
trigger1 = AnimElemTime(4) >= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1200, 8]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1200, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・下強攻撃着地
[Statedef 1201]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
anim = 1201
ctrl = 0
sprpriority = 2

[State 1201, 1]
type = VelSet
trigger1 = Time = 0
x = -1.5
y = -5

[State 1201, 2]
type = VelAdd
trigger1 = Time > 0
y = 0.4

;大岩エフェクト
[State 1201, 3]
type = Explod
trigger1 = Time = 0
anim = 11201
id = 11201
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(90*Const(size.xscale)),0
postype = P1
bindtime = 1
removetime = -2
sprpriority = 4
facing = 1
ownpal = 1
removeongethit = 0

;小岩エフェクト１
[State 1201, 4]
type = Explod
trigger1 = Time = 0
anim = 11202+(Random%3)
id = 11202
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(90*Const(size.xscale)),0
postype = P1
vel = -4+(Random%2),-4+(Random%4)
accel = 0,0.5
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0

;小岩エフェクト２
[State 1201, 5]
type = Explod
trigger1 = Time = 0
anim = 11202+(Random%3)
id = 11204
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(90*Const(size.xscale)),0
postype = P1
vel = -3+(Random%2),-6+(Random%3)
accel = 0,0.5
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0

;小岩エフェクト３
[State 1201, 6]
type = Explod
trigger1 = Time = 0
anim = 11202+(Random%3)
id = 11204
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(90*Const(size.xscale)),0
postype = P1
vel = -2+(Random%2),-8+(Random%2)
accel = 0,0.5
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0

;小岩エフェクト４
[State 1201, 7]
type = Explod
trigger1 = Time = 0
anim = 11202+(Random%3)
id = 11204
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(90*Const(size.xscale)),0
postype = P1
vel = 2+(Random%2),-8+(Random%2)
accel = 0,0.5
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0

;小岩エフェクト５
[State 1201, 8]
type = Explod
trigger1 = Time = 0
anim = 11202+(Random%3)
id = 11204
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(90*Const(size.xscale)),0
postype = P1
vel = 3+(Random%2),-6+(Random%3)
accel = 0,0.5
bindtime = 1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0

;小岩エフェクト６
[State 1201, 9]
type = Explod
trigger1 = Time = 0
anim = 11202+(Random%3)
id = 11202
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(90*Const(size.xscale)),0
postype = P1
vel = 4+(Random%2),-4+(Random%4)
accel = 0,0.5
bindtime = 1
removetime = -2
sprpriority = 4
facing = 1
ownpal = 1
removeongethit = 0

[State 1201, 10]
type = ModifyExplod
trigger1 = Time < 5
id = 11201
scale = Const(size.xscale)*0.5+(Time*0.06),Const(size.yscale)*0.5+(Time*0.06)

[State 1201, 11]
type = ModifyExplod
trigger1 = Time >= 5
id = 11201
scale = Const(size.xscale),Const(size.yscale)

[State 1201, 12]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(4) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1201, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1201, 14]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・下強攻撃始動
[Statedef 1300]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1300
ctrl = 0
sprpriority = 2

[State 1300, 1]
type = VelSet
trigger1 = Time = 0
x = IfElse(Command != "holdfwd", 0.75, 2.25)
y = -2.1;★重力はもっと大きい？

[State 1300, 2]
type = VelAdd
trigger1 = Time > 0
trigger1 = AnimElemTime(7) < 0
y = 0.1

[State 1300, 3]
type = VelAdd
trigger1 = AnimElemTime(7) >= 0
y = 0.025

[State 1300, 4]
type = VelSet
trigger1 = AnimElemTime(10) >= 0
x = 0

[State 1300, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1000, 12

[State 1300, 6]
type = Hitdef
trigger1 = AnimElem = 7
attr = A,SA
damage = Ceil((35+(Random%10))*FVar(1)),Ceil((8+(Random%5))*FVar(1))
getpower = IfElse(IsHelper,0,110),70
givepower = 50,25
animtype = Medium
hitflag = MAF
guardflag = HA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = High
ground.slidetime = 35
ground.hittime = 35
ground.velocity = -4
guard.hittime = 23
guard.ctrltime = 23
guard.velocity = -3
air.velocity = -4,3
airguard.velocity = -3,3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

;剣閃エフェクト
[State 1300, 7]
type = Explod
trigger1 = AnimElem = 6
anim = 11300
id = 11300
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-40*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示
[State 1300, 8]
type = Helper
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1300, 9]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1300, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1300, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・横強攻撃始動
[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[State 1400, 1]
type = VelSet
trigger1 = Time = 0
x = 7.0

[State 1400, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 9.0

[State 1400, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000, 11
persistent = 0

[State 1400, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = s1000, 12
persistent = 0

[State 1400, 5]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
damage = Ceil((13+(Random%4))*FVar(1)),Ceil((3+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,40),26
givepower = 16,8
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = Low
ground.slidetime = 23
ground.hittime = 23
ground.velocity = 8
guard.hittime = 20
guard.ctrltime = 20
guard.velocity = 9
air.velocity = 4,-3
airguard.velocity = 4.5,-3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 33
p2facing = 1

[State 1400, 6]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,SA
damage = Ceil((13+(Random%4))*FVar(1)),Ceil((3+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,40),26
givepower = 16,8
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = Low
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -8
guard.hittime = 20
guard.ctrltime = 20
guard.velocity = -9
air.velocity = -4,-3
airguard.velocity = -4.5,-3
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 = 33
p2facing = 1

[State 1400, 7]
type = Hitdef
trigger1 = AnimElem = 10
attr = S,SA
damage = Ceil((26+(Random%8))*FVar(1)),Ceil((6+(Random%4))*FVar(1))
getpower = IfElse(IsHelper,0,75),50
givepower = 40,20
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = Low
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -7
guard.hittime = 20
guard.ctrltime = 20
guard.velocity = -8
air.velocity = -7,-3
airguard.velocity = -8,-3
fall = 1
air.fall = 1
fall.recover = 0
id = 1400
p2facing = 1

[State 1400, 8]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(10) > 0 && MoveHit
value = 1410
id = 1400
persistent = 0

;剣閃エフェクト１
[State 1400, 9]
type = Explod
trigger1 = AnimElem = 3
anim = 11400
id = 11400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1400, 10]
type = Explod
trigger1 = AnimElem = 8
anim = 11401
id = 11401
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1400, 11]
type = Helper
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1400, 12]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示３
[State 1400, 13]
type = Helper
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1400, 14]
type = ChangeState
triggerall = AnimElemTime(11) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1400, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 横強攻撃ヒット（壁面まで吹っ飛び）
[Statedef 1410]
type     = A
movetype = H
physics  = N
velset = 0,0
ctrl = 0

[State 1410, 1]
type = Changeanim2
trigger1 = Time = 0
value = 1410

[State 1410, 2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1410, 3]
type = PosAdd
trigger1 = Time >= 0
trigger1 = BackEdgeBodyDist > 0
x = -12

[State 1410, 4]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 1411
ctrl = 0

;---------------------------------------------------------------------------
; 横強攻撃ヒット（壁面に激突）
[Statedef 1411]
type     = A
movetype = H
physics  = N
ctrl = 0

[State 1411, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1411

[State 1411, 2]
type = EnvShake
Trigger1 = Time = 0
time = 15
ampl = -3
freq = 90
phase = 90

[State 1411, 3]
type = ChangeState
trigger1 = Time = 10
value = 1412

;---------------------------------------------------------------------------
; 横強攻撃ヒット（落下）
[Statedef 1412]
type     = A
movetype = H
physics  = N

[State 1412, 1]
type = VelSet
trigger1 = Time = 0
y = -6.5

[State 1412, 2]
type = VelSet
trigger1 = Time = 0
x = 1.5

[State 1412, 3]
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1412, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1412, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1412, 6]
type = ChangeAnim2
triggerall = Time = 0
trigger1  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger2  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Setsuna" && AuthorName = "HSR"
trigger5  = Name = "Hibiki Takane" && AuthorName = "HSR"
trigger6  = Name = "Mukuro" && AuthorName = "ahuron"
trigger7  = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger8  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger9  = Name = "Ponta" && AuthorName = "ahuron"
trigger10 = Name = "Hyo Amano" && AuthorName = "abuhachi"
trigger11 = Name = "Kouryu" && AuthorName = "abuhachi"
trigger12 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
trigger13 = Name = "Lee Rekka" && AuthorName = "abuhachi"
trigger14 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger15 = Name = "zantetsu" && AuthorName = "HAL"
trigger16 = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger17 = Name = "Inaba Tewi" && AuthorName = "HAL"
trigger18 = Name = "Kanna" && AuthorName = "ohgaki"
trigger19 = Name = "Nayu" && AuthorName = "ohgaki"
value = 1412

[State 1412, 7]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
value = 5060
persistent = 0

[State 1412, 8]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
value = 5062
persistent = 0

[State 1412, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1413

;---------------------------------------------------------------------------
; 横強攻撃ヒット（ダウン）
[Statedef 1413]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1413, 1]
type = ChangeAnim
triggerall = Time = 0
trigger1 = !SelfAnimExist(5100)
trigger1 = !SelfAnimExist(5110)
trigger1 = !SelfAnimExist(5170)
value = 1413

[State 1413, 2]
type = ChangeAnim
triggerall = Time = 0
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5100

[State 1413, 3]
type = ChangeAnim
triggerall = Anim = 5100
triggerall = Time = 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 1413, 4]
type = ChangeAnim
triggerall = Time = 0
trigger1  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger2  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Setsuna" && AuthorName = "HSR"
trigger5  = Name = "Hibiki Takane" && AuthorName = "HSR"
trigger6  = Name = "Mukuro" && AuthorName = "ahuron"
trigger7  = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger8  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger9  = Name = "Ponta" && AuthorName = "ahuron"
trigger10 = Name = "Hyo Amano" && AuthorName = "abuhachi"
trigger11 = Name = "Kouryu" && AuthorName = "abuhachi"
trigger12 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
trigger13 = Name = "Lee Rekka" && AuthorName = "abuhachi"
trigger14 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger15 = Name = "zantetsu" && AuthorName = "HAL"
trigger16 = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger17 = Name = "Inaba Tewi" && AuthorName = "HAL"
trigger18 = Name = "Kanna" && AuthorName = "ohgaki"
value = 5081

[State 1413, 5]
type = ChangeAnim
triggerall = Anim = 5081
triggerall = Time = 20 || AnimTime = 0
trigger1  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger2  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Setsuna" && AuthorName = "HSR"
trigger5  = Name = "Hibiki Takane" && AuthorName = "HSR"
trigger6  = Name = "Mukuro" && AuthorName = "ahuron"
trigger7  = Name = "Shinnosuke Kagami" && AuthorName = "ahuron"
trigger8  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger9  = Name = "Ponta" && AuthorName = "ahuron"
trigger10 = Name = "Hyo Amano" && AuthorName = "abuhachi"
trigger11 = Name = "Kouryu" && AuthorName = "abuhachi"
trigger12 = Name = "Musashi Akatsuki" && AuthorName = "abuhachi"
trigger13 = Name = "Lee Rekka" && AuthorName = "abuhachi"
trigger14 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger15 = Name = "zantetsu" && AuthorName = "HAL"
trigger16 = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger17 = Name = "Inaba Tewi" && AuthorName = "HAL"
trigger18 = Name = "Kanna" && AuthorName = "ohgaki"
value = 5111

[State 1413, 6]
type = ChangeAnim
trigger1 = Anim = 244 || Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 1413, 7]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 1413, 8]
type = PosSet
trigger1 = 1
y = 0

[State 1413, 9]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 1413, 10]
type = SelfState
trigger1 = Life = 0
trigger1 = Time = 5
value = 5110

[State 1413, 11]
type = SelfState
trigger1 = Time = 30
value = 5120

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・横強攻撃始動
[Statedef 1450]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1450
ctrl = 0
sprpriority = 2

[State 1450, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1450, 2]
type = VelMul
trigger1 = Time = 0
x = 0.1
y = 0.1

[State 1450, 3]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 9.0

[State 1450, 4]
type = VelMul
trigger1 = AnimElemTime(8) >= 0
x = 0.9

[State 1450, 5]
type = VelSet
trigger1 = AnimElemTime(14) >= 0
x = 0

[State 1450, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000, 11
persistent = 0

[State 1450, 7]
type = PlaySnd
trigger1 = AnimElem = 10
value = s1000, 12
persistent = 0

[State 1450, 8]
type = Hitdef
trigger1 = AnimElem = 3
attr = A,SA
damage = Ceil((13+(Random%4))*FVar(1)),Ceil((3+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,40),26
givepower = 16,8
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = High
ground.slidetime = 23
ground.hittime = 23
ground.velocity = 8
guard.hittime = 20
guard.ctrltime = 20
guard.velocity = 9
air.velocity = 4,-3
airguard.velocity = 4.5,-3
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 33
p2facing = 1

[State 1450, 9]
type = Hitdef
trigger1 = AnimElem = 5
attr = A,SA
damage = Ceil((13+(Random%4))*FVar(1)),Ceil((3+(Random%2))*FVar(1))
getpower = IfElse(IsHelper,0,40),26
givepower = 16,8
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,1
guardsound = s1000,3
ground.type = High
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -8
guard.hittime = 20
guard.ctrltime = 20
guard.velocity = -9
air.velocity = -4,-3
airguard.velocity = -4.5,-3
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 = 33
p2facing = 1

[State 1450, 10]
type = Hitdef
trigger1 = AnimElem = 10
attr = A,SA
damage = Ceil((26+(Random%8))*FVar(1)),Ceil((6+(Random%4))*FVar(1))
getpower = IfElse(IsHelper,0,75),50
givepower = 40,20
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = High
ground.slidetime = 23
ground.hittime = 23
ground.velocity = -7
guard.hittime = 20
guard.ctrltime = 20
guard.velocity = -8
air.velocity = -7,-3
airguard.velocity = -8,-3
fall = 1
air.fall = 1
fall.recover = 0
id = 1450
p2facing = 1

[State 1450, 11]
type = TargetState
trigger1 = NumTarget
trigger1 = AnimElemTime(10) > 0 && MoveHit
value = 1410
id = 1450
persistent = 0

;剣閃エフェクト１
[State 1450, 12]
type = Explod
trigger1 = AnimElem = 3
anim = 11400
id = 11400
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(20*Const(size.xscale)),Ceil(-20*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;剣閃エフェクト２
[State 1450, 13]
type = Explod
trigger1 = AnimElem = 8
anim = 11401
id = 11401
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(20*Const(size.xscale)),Ceil(-20*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示１
[State 1450, 14]
type = Helper
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1400, 15]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示３
[State 1400, 16]
type = Helper
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1450, 17]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(11) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1450, 18]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1450, 19]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・上強攻撃始動
[Statedef 1500]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
velset = 0,0
anim = 1500
ctrl = 0
sprpriority = 2

[State 1500, 1]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 1500, 2]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = IfElse(Command != "holdfwd", 0.75, 1.75)
y = -2.5

[State 1500, 3]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.15

[State 1500, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1000, 12

[State 1500, 5]
type = Hitdef
trigger1 = AnimElem = 5
attr = A,SA
damage = Ceil((31+(Random%8))*FVar(1)),Ceil((7+(Random%4))*FVar(1))
getpower = IfElse(IsHelper,0,100),66
givepower = 45,23
animtype = Medium
hitflag = MAF
guardflag = M
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = High
ground.slidetime = 32
ground.hittime = 32
ground.velocity = -1,-8
guard.hittime = 23
guard.ctrltime = 23
guard.velocity = -3
air.velocity = -1,-8
airguard.velocity = -2,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 50

;剣閃エフェクト
[State 1500, 6]
type = Explod
trigger1 = AnimElem = 4
anim = 11500
id = 11500
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(10*Const(size.xscale)),Ceil(-110*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示
[State 1500, 7]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1500, 8]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(7) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1500, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1500, 10]
type = PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = s52, 0

[State 1500, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・上強攻撃始動
[Statedef 1550]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = ifelse(!IsHelper && Var(52) = 0, 25, 0)
anim = 1550
ctrl = 0
sprpriority = 2

[State 1550, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1550, 2]
type = VelAdd
trigger1 = AnimElemTime(4) < 0
y = 0.025

[State 1550, 3]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = IfElse(Command != "holdfwd", 0.7, 1.5)
y = -2.5

[State 1550, 4]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.15

[State 1550, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1000, 12

[State 1550, 6]
type = Hitdef
trigger1 = AnimElem = 5
attr = A,SA
damage = Ceil((31+(Random%8))*FVar(1)),Ceil((7+(Random%4))*FVar(1))
getpower = IfElse(IsHelper,0,100),66
givepower = 45,23
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1000,2
guardsound = s1000,3
ground.type = High
ground.slidetime = 32
ground.hittime = 32
ground.velocity = -1,-8
guard.hittime = 23
guard.ctrltime = 23
guard.velocity = -3
air.velocity = -1,-8
airguard.velocity = -2,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 50

;剣閃エフェクト
[State 1500, 7]
type = Explod
trigger1 = AnimElem = 4
anim = 11500
id = 11500
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(10*Const(size.xscale)),Ceil(-110*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;ヒットエフェクト表示
[State 1550, 8]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger1 = MoveHit = 1 && P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
persistent = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1550, 9]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(7) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1550, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1550, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・魔法攻撃始動
[Statedef 2000]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = -1000
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 2000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s2000, 0
persistent = 0

;魔法ブロック１−１
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-180*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−２
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-150*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−３
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-120*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−４
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-90*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−５
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−６
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−７
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−８
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−９
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−１
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(125*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−２
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(95*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−３
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(65*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−４
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(35*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−５
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(5*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−６
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-25*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−７
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-55*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−８
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-85*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−９
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-115*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−１
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−２
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−３
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−４
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−５
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−６
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-90*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−７
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-120*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−８
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-150*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−９
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-180*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−１
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-118*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−２
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-88*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−３
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-57*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−４
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-26*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−５
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(4*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−６
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(35*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−７
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(65*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−８
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(95*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−９
[State 2000, 2]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(125*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 空中・魔法攻撃始動
[Statedef 2050]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = -1000
velset = 0,0
anim = 2050
ctrl = 0
sprpriority = 2

[State 2050, 1]
type = PosSet
trigger1 = AnimElemTime(7) <= 0
y = Pos Y

[State 2050, 2]
type = VelSet
trigger1 = AnimElemTime(7) <= 0
y = 0

[State 2050, 3]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
y = 0.25

[State 2050, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = s2000, 0
persistent = 0

;魔法ブロック１−１
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-180*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−２
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-150*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−３
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-120*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−４
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-90*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−５
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−６
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(-30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−７
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−８
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック１−９
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(50*Const(size.xscale)),Ceil(60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−１
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(125*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−２
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(95*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−３
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(65*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−４
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(35*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−５
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(5*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−６
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-25*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−７
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-55*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−８
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-85*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック２−９
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-115*Const(size.xscale)),Ceil(-15*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−１
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−２
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−３
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−４
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-30*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−５
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−６
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-90*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−７
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-120*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−８
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-150*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック３−９
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-42*Const(size.xscale)),Ceil(-180*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−１
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 12000
id = 12000
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-118*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−２
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 4
stateno = 12000
id = 12001
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-88*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−３
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 6
stateno = 12000
id = 12002
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-57*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−４
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 8
stateno = 12000
id = 12003
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(-26*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−５
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 10
stateno = 12000
id = 12004
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(4*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−６
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 12
stateno = 12000
id = 12005
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(35*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−７
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 14
stateno = 12000
id = 12006
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(65*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−８
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 16
stateno = 12000
id = 12007
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(95*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

;魔法ブロック４−９
[State 2050, 5]
type = Helper
trigger1 = AnimElemTime(6) = 18
stateno = 12000
id = 12008
name = "Magic_Guard"
helpertype = Normal
postype = P1
pos = Ceil(125*Const(size.xscale)),Ceil(-110*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 3
persistent = 0
ignorehitpause = 1

[State 2050, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 2050, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 地上・ロッソ・ファンタズマ始動
[Statedef 2100]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0;-2000
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 2100, 1]
type = VarSet
trigger1 = Time = 0
var(4) = IfElse(Power >= 3000, 3, IfElse(Power >= 2500, 2, 1))

[State 2100, 2]
type = PowerAdd
trigger1 = Time = 0
value = IfElse(Power >= 3000, -3000, IfElse(Power >= 2500, -2500, -2000))

[State 2100, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = s2000, 0
persistent = 0

[State 2100, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = s2100, 0
persistent = 0

;杏子分身１
[State 2100, 4]
type = Helper
trigger1 = Var(4) >= 1
trigger1 = AnimElemTime(6) = 2
stateno = 12100
id = 12100
name = "rosso_fantasma"
helpertype = Player
postype = P1
pos = Ceil(35*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;杏子分身２
[State 2100, 4]
type = Helper
trigger1 = Var(4) >= 1
trigger1 = AnimElemTime(6) = 4
stateno = 12100
id = 12100
name = "rosso_fantasma"
helpertype = Player
postype = P1
pos = Ceil(-35*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;杏子分身３
[State 2100, 4]
type = Helper
trigger1 = Var(4) >= 2
trigger1 = AnimElemTime(6) = 6
stateno = 12100
id = 12100
name = "rosso_fantasma"
helpertype = Player
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

;杏子分身４
[State 2100, 4]
type = Helper
trigger1 = Var(4) >= 3
trigger1 = AnimElemTime(6) = 8
stateno = 12100
id = 12100
name = "rosso_fantasma"
helpertype = Player
postype = P1
pos = Ceil(-70*Const(size.xscale)),Ceil(0*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
