; 斬鉄-02.CNS「超奥義」
;---------------------------------------------------------------------------
; 断鋼刃
[Statedef 3000]
type    = S
movetype= A
physics = S
poweradd= ifelse((life <= lifemax / 4),0,ifelse((var(58)=1||var(58)=3||var(58)=5),-1000,-3000))
velset = 0,0
anim = 3000
ctrl = 0
juggle  = 5
sprpriority = 2

[State 3000, Width]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (5) < 0)
value = 10,0

[State 3000, Width]
type = Width
trigger1 = AnimElem= 6
value = 20,0

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 14

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 7
volume = -20

[State 3000, SP]
type = SuperPause
trigger1 = AnimElem = 3
time = 1
movetime = 1
anim = 3000
darken = 0
p2defmul = 1.2

[State 3000, 6]
type = explod
trigger1 = AnimElem = 3
postype = p1
pos = -25, -62
bindtime = 1
sprpriority = 6
anim = 8000
supermove = 1
ontop = 0

[State 3000, 7]
type = explod
trigger1 = AnimElem = 6,1
postype = p1
pos = 0, 0
bindtime = -1
sprpriority = 6
anim = 7700
ID = 7700
supermove = 1
ontop = 0

[State 3000, 11]
type = HitDef
triggerall = Var(58) = [1,2]
triggerall = P2StateType != A
trigger1 = AnimElem = 7
attr = S, HP
animtype  = heavy
damage    = (Ceil((94*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0,0
guardflag = HA
pausetime = 12,12
priority = 10
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-60
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
guard.velocity = -3
ground.cornerpush.veloff = -8
;fall =1
;fall.recover = 0
yaccel = .46
p2stateno = 3050

[State 3000, 11]
type = HitDef
triggerall = Var(58) = [1,2]
triggerall = P2StateType = A
trigger1 = AnimElem = 7
attr = S, HP
animtype  = heavy
damage    = (Ceil((94*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
guardflag = HA
pausetime = 12,12
priority = 10
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-60
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
air.slidetime = 15
air.hittime  = 20
air.velocity = -2,-9
guard.velocity = -3
fall =1
fall.recover = 0
yaccel = .46

[State 3000, 11]
type = HitDef
triggerall = Var(58) = [3,4]
triggerall = P2StateType != A
trigger1 = AnimElem = 7
attr = S, HP
animtype  = heavy
damage    = (Ceil((82*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0,0
guardflag = HA
pausetime = 12,12
priority = 10
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-60
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
guard.velocity = -3
ground.cornerpush.veloff = -8
;fall =1
;fall.recover = 0
yaccel = .46
p2stateno = 3050

[State 3000, 11]
type = HitDef
triggerall = Var(58) = [3,4]
triggerall = P2StateType = A
trigger1 = AnimElem = 7
attr = S, HP
animtype  = heavy
damage    = (Ceil((82*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
guardflag = HA
pausetime = 12,12
priority = 10
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-60
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
air.slidetime = 15
air.hittime  = 20
air.velocity = -2,-9
guard.velocity = -3
fall =1
fall.recover = 0
yaccel = .46

[State 3000, 11]
type = HitDef
triggerall = Var(58) = [5,6]
triggerall = P2StateType != A
trigger1 = AnimElem = 7
attr = S, HP
animtype  = heavy
damage    = (Ceil((98*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0,0
guardflag = HA
pausetime = 12,12
priority = 10
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-60
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
guard.velocity = -3
ground.cornerpush.veloff = -8
;fall =1
;fall.recover = 0
yaccel = .46
p2stateno = 3050

[State 3000, 11]
type = HitDef
triggerall = Var(58) = [5,6]
triggerall = P2StateType = A
trigger1 = AnimElem = 7
attr = S, HP
animtype  = heavy
damage    = (Ceil((98*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
guardflag = HA
pausetime = 12,12
priority = 10
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-60
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
air.slidetime = 15
air.hittime  = 20
air.velocity = -2,-9
guard.velocity = -3
fall =1
fall.recover = 0
yaccel = .46

[State 3000, 3]
type = explod
trigger1 = movehit
postype = p2
pos = 0, -60
sprpriority = 7
anim = 7405
ID = 7405
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 3000,Help]
type = Helper
trigger1 = AnimElem = 7
id = 3001
name = "muteki2"
sprpriority = -2
pos = 0, 0
postype = p1
stateno = 3001
helpertype = normal
keyctrl = 0
ownpal = 0

[State 000, red]
type = EnvColor
trigger1 = movehit
value = 200,10,10
under = 1
time = 1
ignorehitpause = 1
persistent = 1

[State 000, MHR]
type = movehitReset
trigger1 = movehit
ignorehitpause = 1

[State 3000, 13]
type = ChangeState
trigger1 = !var(59)
trigger1 = AnimElem = 9
trigger1 = command = "hold_x+y"
trigger2 = var(59) = [7,10]
trigger2 = var(51) = [8,9]
trigger2 = AnimElem = 9
value = 3005

[State 3000, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;---------------------------------------------------
; 無敵部分
[Statedef 3001]
type = A
movetype= A
physics = N
velset = 0,0
anim = 3001
sprpriority = 2

[State 3001, 1]
type = NotHitBy
trigger1 = Time = 0
value = , NA, NT, SA, ST, HA, HT
time = -1

[State 3001, 0]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NP, SP, HP
stateno = 3001
time = -1

[State 3001, 9]
type = Destroyself
trigger1 = Root,StateNo != 3000
trigger2 = Root,Movetype != A

;---------------------------------------------------
；断鋼刃・溜め
[Statedef 3005]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3005
ctrl = 0
sprpriority = 2
juggle  = 5

[State 3000, 13]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "hold_x+y"
trigger2 = Time > 25
trigger3 = var(59) = [7,10]
trigger3 = var(51) = [8,9]
trigger3 = Time > 20
trigger4 = var(59) = [1,10]
trigger4 = var(51) != [8,9]
trigger4 = Time > 1
value = 3010

;---------------------------------------------------
；断鋼刃・発動
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle = 5
ctrl = 0
anim = 3010
sprpriority = 2

[State 3010, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = S8, 1
volume = 30

[State 3010, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = S1, 6
volume = -20

[State 3010, 5]
type = Projectile
triggerall = Var(58) = [1,2]
triggerall = P2StateType != A
trigger1 = AnimElem = 9
attr = S, HP
ProjID = 7710
projanim = 7710
projhitanim = 7720
projpriority = 9999
projsprpriority = 8
velocity = 9,0
offset = 0,0
projremove = 1
damage    = (Ceil((289*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((20*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
animtype = hard
getpower = 0
givepower = 15
guardflag = MA
pausetime = 0,22
sparkno = S7215 
guard.sparkno = S7300
sparkxy = 100,-80
hitsound = S1,8
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
guard.velocity = -5
air.velocity = -5,-8
;fall =1
;fall.recover = 0
fall.yvelocity = 1
p2stateno = 3055

[State 3010, 5]
type = Projectile
triggerall = Var(58) = [1,2]
triggerall = P2StateType = A
trigger1 = AnimElem = 9
attr = S, HP
ProjID = 7710
projanim = 7710
projhitanim = 7720
projpriority = 9999
projsprpriority = 8
velocity = 9,0
offset = 0,0
projremove = 1
damage    = (Ceil((289*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((20*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
animtype = diagup
getpower = 0
givepower = 15
guardflag = MA
pausetime = 0,22
sparkno = S7215 
guard.sparkno = S7300
sparkxy = 100,-80
hitsound = S1,8
guardsound = s2,4+floor(Random/500)
air.slidetime = 20
air.hittime  = 20
air.velocity = -5,-8
guard.velocity = -3
fall =1
fall.recover = 0
yaccel = .5

[State 3010, 5]
type = Projectile
triggerall = Var(58) = [3,4]
triggerall = P2StateType != A
trigger1 = AnimElem = 9
attr = S, HP
ProjID = 7710
projanim = 7710
projhitanim = 7720
projpriority = 9999
projsprpriority = 8
velocity = 9,0
offset = 0,0
projremove = 1
damage    = (Ceil((250*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((20*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
animtype = hard
getpower = 0
givepower = 15
guardflag = MA
pausetime = 0,22
sparkno = S7215 
guard.sparkno = S7300
sparkxy = 100,-80
hitsound = S1,8
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
guard.velocity = -5
air.velocity = -5,-8
;fall =1
;fall.recover = 0
fall.yvelocity = 1
p2stateno = 3055

[State 3010, 5]
type = Projectile
triggerall = Var(58) = [3,4]
triggerall = P2StateType = A
trigger1 = AnimElem = 9
attr = S, HP
ProjID = 7710
projanim = 7710
projhitanim = 7720
projpriority = 9999
projsprpriority = 8
velocity = 9,0
offset = 0,0
projremove = 1
damage    = (Ceil((250*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((20*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
animtype = diagup
getpower = 0
givepower = 15
guardflag = MA
pausetime = 0,22
sparkno = S7215 
guard.sparkno = S7300
sparkxy = 100,-80
hitsound = S1,8
guardsound = s2,4+floor(Random/500)
air.slidetime = 20
air.hittime  = 20
air.velocity = -5,-8
guard.velocity = -3
fall =1
fall.recover = 0
yaccel = .5

[State 3010, 5]
type = Projectile
triggerall = Var(58) = [5,6]
triggerall = P2StateType != A
trigger1 = AnimElem = 9
attr = S, HP
ProjID = 7710
projanim = 7710
projhitanim = 7720
projpriority = 9999
projsprpriority = 8
velocity = 9,0
offset = 0,0
projremove = 1
damage    = (Ceil((293*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((20*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
animtype = hard
getpower = 0
givepower = 15
guardflag = MA
pausetime = 0,22
sparkno = S7215 
guard.sparkno = S7300
sparkxy = 100,-80
hitsound = S1,8
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
guard.velocity = -5
air.velocity = -5,-8
;fall =1
;fall.recover = 0
fall.yvelocity = 1
p2stateno = 3055

[State 3010, 5]
type = Projectile
triggerall = Var(58) = [5,6]
triggerall = P2StateType = A
trigger1 = AnimElem = 9
attr = S, HP
ProjID = 7710
projanim = 7710
projhitanim = 7720
projpriority = 9999
projsprpriority = 8
velocity = 9,0
offset = 0,0
projremove = 1
damage    = (Ceil((293*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((20*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
animtype = diagup
getpower = 0
givepower = 15
guardflag = MA
pausetime = 0,22
sparkno = S7215 
guard.sparkno = S7300
sparkxy = 100,-80
hitsound = S1,8
guardsound = s2,4+floor(Random/500)
air.slidetime = 20
air.hittime  = 20
air.velocity = -5,-8
guard.velocity = -3
fall =1
fall.recover = 0
yaccel = .5

[State 3010, 7]
type = explod
trigger1 = AnimElem = 8
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 7
anim = 7730
supermove = 1
ontop = 0

[State 3010, 3]
type = explod
trigger1 = ProjHit = 1
postype = p2
pos = 0, -60
sprpriority = 7
anim = 7410
ID = 7410
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 000, red]
type = EnvColor
trigger1 = ProjHit = 1
value = 200,10,10
under = 1
time = 2
ignorehitpause = 1
persistent = 1

[State 000, MHR]
type = movehitReset
trigger1 = Projhit = 1
ignorehitpause = 1

[State Command, set]
type = VarSet
trigger1 = AnimElem = 1
var(5) = 0

[State Command, com]
type = VarSet
trigger1 = !var(59)
trigger1 = var(58) != [1,2]
trigger1 = command = "ranbu_x"
var(5) = 1
ignorehitpause = 1

[State Command, Change]
type = ChangeState
triggerall = var(58) != [1,2]
triggerall = var(5) = 1
triggerall = P2Life != 0
triggerall = (P2Stateno = 3055) && Time > 35
triggerall = Time <= 65
trigger1 = var(58) = 3 || var(58) = 5
trigger1 = power >= 2000 || ((life <= lifemax / 4) && power <= 1000)
trigger2 = var(58) = 4 || var(58) = 6
trigger2 = power >= 3000
value = 3500
ctrl = 0

[State Command, com]
type = VarSet
trigger1 = !var(59)
trigger1 = var(58) != [1,2]
trigger1 = command = "ranbu_y"
trigger2 = var(59) = [7,10]
trigger2 = var(58) != [1,2]
var(5) = 2
ignorehitpause = 1

[State Command, Change]
type = ChangeState
triggerall = var(58) != [1,2]
triggerall = var(5) = 2
triggerall = P2Life != 0
triggerall = (P2Stateno = 3055) && Time > 35
triggerall = Time <= 65
trigger1 = var(58) = 3 || var(58) = 5
trigger1 = power >= 2000 || ((life <= lifemax / 4) && power <= 1000)
trigger2 = var(58) = 4 || var(58) = 6
trigger2 = power >= 3000
value = 3520
ctrl = 0

[State 3010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
；断鋼刃・相手
[Statedef 3050]
type = S
movetype = H
physics = N
velset = 0,0

[State 3050,Turn]
type = Turn
trigger1 = Time = 0 && P2dist X < 0

[State 3050, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3050, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3050

[State 3050, VA-1]
type = VelAdd
trigger1 = Time = 16
X = -1

[State 3050, 3]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
；断鋼刃・相手２
[Statedef 3055]
type = S
movetype = H
physics = N
velset = 0,0

[State 3055, 1]
type = NotHitBy
triggerall = P2StateNo !=3500 && P2StateNo !=3520
trigger1 = 1 
value = SCA

[State 3055, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3055, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3055

[State 3055, 3]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------------------------
；闇狩り
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= ifelse((var(58)=2||var(58)=6),-3000,ifelse((life <= lifemax / 4),-1000,-2000))
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, 2]
type = PlaySnd
trigger1 = Time = 1
value = S1, 7
volume = -20

[State 3100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 18

[State 3100, SP]
type = SuperPause
trigger1 = Time = 2
time = 1
movetime = 1
anim = 3100
darken = 0
p2defmul = 1.2

[State 3100, 6]
type = explod
trigger1 = Time = 1
postype = p1
pos = 5, -62
bindtime = 1
sprpriority = 6
anim = 8010
supermove = 1
ontop = 1

[State 3100, 1]
type = HitDef
Trigger1 = Time = 2
attr = S, HT
hitflag = M
guardflag = None
priority = 4, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
numhits = 0
p1stateno = 3105
p2stateno = 3200
fall = 1

[State 3100, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
; 闇狩り_投げてる自分
[Statedef 3105]
type    = S
movetype= A
physics = N
anim = 3105
poweradd = 60
sprpriority = 7

[State 3105, 1]
type = PlaySnd
trigger1 = Time = 1
value = S4,4

[State 3105, 1]
type = PlaySnd
trigger1 = Time = 66 || Time = 95 || Time = 121
value = S4,0

[State 3105, 1]
type = PlaySnd
trigger1 = Time = 66
value = S5,3

[State 3105, 1]
type = PlaySnd
trigger1 = Time = 95
value = S5,2

[State 3105, 1]
type = PlaySnd
trigger1 = Time = 121
value = S5,1

[State 3105, 1]
type = PlaySnd
trigger1 = Time = 67 || Time = 96 || Time = 122
value = s3,4+floor(Random/500)

[State 3105,7]
type = TargetLifeAdd
trigger1 = Time = 67
value = -Floor(109*(Const(data.attack)*0.01))
kill = 0

[State 3105,7]
type = TargetLifeAdd
trigger1 = Time = 96
trigger2 = Time = 122
value = -Floor(86*(Const(data.attack)*0.01))
kill = 0

[State 3105, HitAdd]
type = HitAdd
trigger1 = Time = 67
trigger2 = Time = 96
trigger3 = Time = 122
value = 2

[State 3105, 3]
type = VelAdd
trigger1 = AnimElem = 5
x = 2.7
y = -4

[State 3105, 3]
type = VelAdd
trigger1 = AnimElem = 12
y = -6

[State 3105, 3]
type = VelSet
trigger1 = AnimElem = 13
x = 0
y = 0

[State 3105, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1,>= 0 && AnimElem = 5,< 0
pos = 30, 0

[State 3105, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6,>= 0
pos = 0, 0

[State 1000, 3]
type = PosSet
trigger1 = Time = 64
x = 0

[State 000, Black]
type = EnvColor
trigger1 = Time = 30
value = 0,0,0
under = 1
time = 1

[State 000, Black]
type = EnvColor
trigger1 = Time = 31
value = 250,250,250
under = 1
time = 1

[State 000, Black]
type = EnvColor
trigger1 = Time = 32
value = 0,0,0
under = 1
time = 35

[State 000, Black]
type = EnvColor
trigger1 = Time = 67
value = 0,0,0
under = 1
time = 29

[State 000, Black]
type = EnvColor
trigger1 = Time = 96
value = 0,0,0
under = 1
time = 25

[State 000, Black]
type = EnvColor
trigger1 = Time = 122
value = 0,0,0
under = 1
time = 38

[State 000, Black]
type = EnvColor
trigger1 = Time = 161
value = 0,0,0
under = 1
time = 7

[State 000, Black]
type = EnvColor
trigger1 = Time = 168
value = 250,250,250
under = 1
time = 1

[State 000, red]
type = EnvColor
trigger1 = Time = 66 || Time = 95 || Time = 121 || Time = 160
value = 180,10,10
under = 1
time = 1

[State 3110, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [30,168]
flag = NoFG

[State 3110, 4]
type = posset
trigger1 = time = 33
y = -100

[State 3100, 6]
type = explod
trigger1 = Time = 66
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7750
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 66
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7751
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 66
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7755
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 66
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7756
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 66
postype = p1
pos = 0, -30
bindtime = 1
sprpriority = 5
anim = 7415
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 95
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7760
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 95
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7761
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 96
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7765
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 96
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7766
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 96
postype = p1
pos = 0, -30
bindtime = 1
sprpriority = 5
anim = 7405
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 121
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7770
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 121
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7771
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 122
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7775
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 122
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7776
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 122
postype = p1
pos = 0, -30
bindtime = 1
sprpriority = 5
anim = 7415
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 160
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7780
supermove = 1
ontop = 1

[State 3100, 6]
type = explod
trigger1 = Time = 160
postype = p1
pos = 0, 0
bindtime = 1
sprpriority = 5
anim = 7785
supermove = 1
ontop = 1

[State 3110, 6]
type = explod
trigger1 = Time = 160
postype = p2
pos = 0, -40
bindtime = 1
sprpriority = 5
anim = 7420
supermove = 1
ontop = 0

[State 3105, State End]
type = ChangeState
trigger1 = Time = 169
value = 3110
ctrl = 0

;---------------------------------------------------
; 闇狩り_着地
[Statedef 3110]
type    = S
movetype= A
physics = S
poweradd= 20
velset = 0,0
anim = 3110
ctrl = 0
sprpriority = 10

[State 3110, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3110, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,8

[State 3110, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S8,2

[State 3110, 6]
type = explod
trigger1 = Time = 0
postype = p1
pos = 0, -50
bindtime = 1
sprpriority = 5
anim = 7795
supermove = 1
ontop = 1

[State 3000, 11]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
animtype  = heavy
damage    = (Ceil((199*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((10*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = 0
guardflag = MA
pausetime = 4,4
priority = 10
sparkno = -1
guard.sparkno = S7300
sparkxy = 0,-60
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
air.slidetime = 15
air.hittime  = 20
air.velocity = -3,-5
fall =1
fall.recover = 0
yaccel = .43
fall.yvelocity = -3
P2Stateno = 3201

[State 3110, 6]
type = explod
trigger1 = Time = 0
postype = p2
pos = 0, -50
bindtime = 1
sprpriority = 3
anim = 7425

[State 3110, Bind 1]
type = TargetBind
trigger1 = Time = 0
pos = 0, -70

[State 3110,1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------
; 天魔落とし_相手
[Statedef 3200]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3200, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3200

;---------------------------------------------------
;吹き飛ぶ相手１
[Statedef 3201]
type = A
movetype = H
physics = N

[State 3201, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3201

[State 3201, Turn]
type = Turn
trigger1 = Time = 0 && P2dist X < 0

[State 3201, VelS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 3201, NHB]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3201, CA-1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 3201, CA-2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5052
value = 5030

[State 3201, CS]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3202

;---------------------------------------------------
;吹き飛ぶ相手２
[Statedef 3202]
type = A
movetype = H
physics = N

[State 3202, VelS]
type = VelSet
trigger1 = HitShakeOver
persistent = 0
x = -3
y = -5

[State 3202, CA-1]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 3202, CA-3]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
value = 5050

[State 3202, VelA]
type = VelAdd
trigger1 = Time > 1
y = .43

[State 3202,SelfS]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 5100

