; 斬鉄-01.CNS「奥義」
;---------------------------------------------------------------------------
; 流影刃
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
ctrl = 0
anim = 1000
sprpriority = 2
hitdefpersist = 1

[State 1000, 1]
type = varset
trigger1 = time = 0
var(17) = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = S7,0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = S4,0

[State 1000, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 1000, 1]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = AnimElem = 8
attr = S, SA
animtype  = up
damage = (Ceil((94*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((12*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,125,375),ifelse(Var(58)=1,63,188)
guardflag = M
pausetime = 7,7
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-11
air.velocity = -2.5,-8
p2stateno = 1001
air.juggle = 15
air.cornerpush.veloff = -2

[State 1000, 1]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = AnimElem = 8
attr = S, SA
animtype  = up
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 = ifelse(Var(58)=3,47,141),ifelse(Var(58)=3,16,47)
guardflag = M
pausetime = 7,7
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-11
air.velocity = -2.5,-8
p2stateno = 1001
air.juggle = 15
air.cornerpush.veloff = -2

[State 1000, 1]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = AnimElem = 8
attr = S, SA
animtype  = up
damage = (Ceil((94*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((12*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,47,141),0
guardflag = M
pausetime = 7,7
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-11
air.velocity = -2.5,-8
p2stateno = 1001
air.juggle = 15
air.cornerpush.veloff = -2

[State 1000, 2]
type = explod
trigger1 = AnimElem = 7
postype = p1
pos = 0, 0
sprpriority = 6
anim = 7500
ID = 7500
persistent = 1

[State 1000, 3]
type = explod
trigger1 = movehit
postype = p2
pos = 0, -70
sprpriority = 7
anim = 7415
ID = 7415
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1000,Help]
type = Helper
trigger1 = AnimElem = 8
id = 1003
name = "hansha"
sprpriority = -2
pos = 0, 0
postype = p1
stateno = 1003
helpertype = normal
keyctrl = 0
ownpal = 0

[State 1001, 5]
type = varset
triggerall = movecontact
trigger1 = !var(59)
trigger1 = AnimElem = 8, >= 0
trigger1 = command = "dango_J"
var(17) = 1

[State 1001, 5]
type = varset
triggerall = movecontact
trigger1 = !var(59)
trigger1 = AnimElem = 8, >= 0
trigger1 = var(17) = 0
trigger1 = command = "ranbu_J"
var(17) = 3

[State 1001, 5]
type = varset
triggerall = movecontact
trigger1 = !var(59)
trigger1 = AnimElem = 8, >= 0
trigger1 = var(17) = 0
trigger1 = command = "ryu_J"
var(17) = 4

[State 1001, 5]
type = varset
triggerall = movecontact
trigger1 = !var(59)
trigger1 = AnimElem = 8, >= 0
trigger1 = var(17) = 0
trigger1 = command = "kikou_J"
var(17) = 5

[State 1001, 5]
type = varset
triggerall = movecontact
trigger1 = !var(59)
trigger1 = AnimElem = 8, >= 0
trigger1 = var(17) = 0
trigger1 = command = "oboro_f_J"
var(17) = 6

[State 1001, 5]
type = varset
triggerall = movecontact
trigger1 = !var(59)
trigger1 = AnimElem = 8, >= 0
trigger1 = var(17) = 0
trigger1 = command = "kage_J"
var(17) = 7

[State 1001, 5]
type = varset
triggerall = movecontact
trigger1 = !var(59)
trigger1 = AnimElem = 8, >= 0
trigger1 = var(17) = 0
trigger1 = command = "oboro_J"
var(17) = 8

[State 1001, 5]
type = Varset
triggerall = MoveContact
triggerall = Var(59) = [7,10]
triggerall = Var(17) = 0
triggerall = Var(51) = 8
triggerall = AnimElem = 8, >= 0
triggerall = P2BodyDist X = [-10,50]
triggerall = P2BodyDist Y = [-120,-50]
trigger1 = Var(58) = 3 || Var(58) = 5
trigger1 = Power >= 1500 || (Life <= LifeMax / 4)
trigger2 = Var(58) = 4 || Var(58) = 6
trigger2 = Power >= 3000 || (Life <= LifeMax / 4)
var(17) = 1

[State 1001, 5]
type = varset
triggerall = MoveContact
triggerall = Var(59) = [7,10]
triggerall = Var(17) = 0
triggerall = Var(51) = 8
triggerall = AnimElem = 8, >= 0
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,-50]
trigger1 = Var(58) = [3,6]
var(17) = 7

[State 1001, 5]
type = Varset
triggerall = MoveContact
trigger1 = Var(59) = [1,10]
trigger1 = AnimElem = 8, >= 0
trigger1 = Var(17) = 0
trigger1 = Var(51) = 10
trigger1 = (P2BodyDist X = [-25,50]) || FrontEdgeBodyDist < 100
var(17) = 4

[State 1001, 5]
type = ChangeState
triggerall = movecontact
trigger1 = !var(59)
trigger1 = animelem = 12
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 1001, 5]
type = ChangeState
triggerall = MoveContact
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
trigger1 = Var(59) = [1,10]
trigger1 = Var(51) != 10 || (Var(51) = 10 && Var(17) = 0)
trigger1 = AnimElem = 12
trigger2 = Var(59) = [1,10]
trigger2 = Var(51) = 10
trigger2 = Var(17) = 4
trigger2 = EnemyNear(Var(50)),Vel Y > 0
trigger2 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 14) >= -125
value = 40
ctrl = 1

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
; 流影刃_相手
[Statedef 1001]
type = A
movetype = H
physics = N
velset = 0,0
juggle = 5
hitdefpersist = 1

[State 1001,Turn]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 1001, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1001

[State 1001, CA-1]
type = ChangeAnim
trigger1 = Time = 7
trigger1 = SelfAnimExist(5051) = 1
value = 5051

[State 1001, CA-2]
type = ChangeAnim
trigger1 = Time = 7
trigger1 = Anim != 5051
value = 5030

[State 1001, CA-3]
type = ChangeAnim
triggerall = (Anim = 5030) || (Anim = 5051)
triggerall = SelfAnimExist(5061) = 1
trigger1 = Vel Y > 0
value = 5061

[State 1001, CA-4]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5035) = 1
value = 5035

[State 1001, VA-1]
type = VelAdd
trigger1 = Time = 7
X = -.8
Y = -11.3

[State 1001, VA-2]
type = VelAdd
trigger1 = Time >= 8
Y = .58

[State 1001, SeS]
type = SelfState
trigger1 = Time > 45
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 飛び道具反射
[Statedef 1003]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1003
priority = 6
sprpriority = 6

[State 1003, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT

[State 1003, 1]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP, AP

[State 1003, 1]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT
slot = 0
stateno = 1004

[State 1003, 4]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = Parent,stateno != 1000
trigger3 = Parent,AnimElem = 10

;---------------------------------------------------------------------------
; 飛び道具反射
[Statedef 1004]
type = S
movetype = A
physics = N
ctrl = 0
anim = -1
velset = 0,0

[state 1004]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2010, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3010, 5]
type = Projectile
trigger1 = time = 5
attr = S, SP
ProjID = 7710
projanim = 1004
projhitanim = 7720
projpriority = 1
projsprpriority = 8
velocity = 7,0
offset = 30,-20
projremove = 1
projscale = 0.5,0.5
damage    = (Ceil((94*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0
animtype = hard
getpower = 0
givepower = 15
guardflag = M
pausetime = 0,10
sparkno = s7220
guard.sparkno = S7300
sparkxy = 30,-40
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,0
guard.velocity = -3
air.velocity = -2,-2

[State 1004, 4]
type = DestroySelf
trigger1 = parent,NumProjID(7710) = 1

;---------------------------------------------------------------------------
; 気孔砲
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
juggle  = 10
ctrl = 0
anim = ifelse((var(58) = [1,2]),1010,1015)
sprpriority = 2

[State 1010, Width]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (6) < 0)
value = 20,0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S5,2

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = AnimElem = 3
attr = S, SA
animtype  = hard
damage    = (Ceil((59*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,16,47),ifelse(Var(58)=1,16,47)
guardflag = MA
pausetime = 5,5
sparkno = s7000
guard.sparkno = S7310
sparkxy = 0,-60
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2,-2

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((59*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,16,47),ifelse(Var(58)=1,16,47)
guardflag = MA
pausetime = 5,5
sparkno = s7200
guard.sparkno = S7300
sparkxy = -10,-70
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2,-2

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = AnimElem = 5
attr = S, SA
animtype  = heavy
damage    = (Ceil((74*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,16,47),ifelse(Var(58)=1,16,47)
guardflag = MA
pausetime = 6,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -15,-60
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.5,-7.5
air.velocity = -4.5,-6.5
fall =1
fall.recover = 0
yaccel = .56 
P2StateNo = 1011

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = AnimElem = 3
attr = S, SA
animtype  = hard
damage    = (Ceil((35*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,16,47),ifelse(Var(58)=3,16,47)
guardflag = MA
pausetime = 5,5
sparkno = s7000
guard.sparkno = S7310
sparkxy = 0,-60
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2,-2

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((35*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,16,47),ifelse(Var(58)=3,16,47)
guardflag = MA
pausetime = 5,5
sparkno = s7200
guard.sparkno = S7300
sparkxy = -10,-70
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2,-2

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = AnimElem = 5
attr = S, SA
animtype  = heavy
damage    = (Ceil((55*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,16,47),ifelse(Var(58)=3,16,47)
guardflag = MA
pausetime = 6,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -15,-60
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.5
air.velocity = -4.5

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = AnimElem = 3
attr = S, SA
animtype  = hard
damage    = (Ceil((59*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,16,47),0
guardflag = MA
pausetime = 5,5
sparkno = s7000
guard.sparkno = S7310
sparkxy = 0,-60
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2,-2

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((59*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,16,47),0
guardflag = MA
pausetime = 5,5
sparkno = s7200
guard.sparkno = S7300
sparkxy = -10,-70
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -2
air.velocity = -2,-2

[State 1010, 1]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = AnimElem = 5
attr = S, SA
animtype  = heavy
damage    = (Ceil((74*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,16,47),0
guardflag = MA
pausetime = 6,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -15,-60
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.5,-7.5
air.velocity = -4.5,-6.5
fall =1
fall.recover = 0
yaccel = .56 
P2StateNo = 1011

[State 1010, 2]
type = explod
trigger1 = AnimElem = 2
postype = p1
pos = 0, 0
sprpriority = 6
anim = 7510
ID = 7510
persistent = 1

[State 1010, 3]
type = explod
triggerall = movehit
trigger1 = AnimElem = 4
postype = p2
pos = -10, -70
sprpriority = 7
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1010, 3]
type = explod
triggerall = movehit
trigger1 = AnimElem = 5
postype = p2
pos = -15, -70
sprpriority = 7
anim = 7405
ID = 7405
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1010, cs]
type = ChangeState
triggerall = !var(59)
triggerall = var(58) != [3,4]
triggerall = movecontact
triggerall = AnimElem = 3,>= 0 && AnimElem = 7,< 0
triggerall = command = "dango"
trigger1 = var(58) = 1 || var(58) = 5
trigger1 = power >= 2000 || (life <= lifemax / 4 && power >= 1000)
trigger2 = var(58) = 2 || var(58) = 6
trigger2 = power >= 3000
value = 1500

[State 1010, cs]
type = ChangeState
triggerall = Var(59) = [1,10]
triggerall = Var(58) = 1 || Var(58) = 5
triggerall = Alive
triggerall = RoundState = 2
triggerall = MoveContact
triggerall = Power >= 2000 || (Life <= Lifemax / 4 && Power >= 1000)
trigger1 = Var(51) = 2 || Var(51) = 4 || ((Var(51) = [7,8]) && var(58) = [5,6])
trigger1 = MoveHit
trigger1 = AnimElem = 4,>= 1 && AnimElem = 7,< 0
trigger1 = Random <= Var(59) * 80
trigger1 = Var(51) := 2
value = 1500

[State 1010, cs]
type = ChangeState
triggerall = Var(59) = [1,10]
triggerall = Var(58) = 2 || Var(58) = 6
triggerall = Alive
triggerall = RoundState = 2
triggerall = MoveContact
triggerall = Power >= 3000
trigger1 = Var(51) = 2 || Var(51) = 4 || ((Var(51) = [7,8]) && var(58) = [5,6])
trigger1 = MoveHit
trigger1 = AnimElem = 4,>= 1 && AnimElem = 7,< 0
trigger1 = Random <= Var(59) * 80
trigger1 = Var(51) := 2
value = 1500

[State 1010,PS]
type = PlaySnd
trigger1 = P2Stateno = 1013
value = S1,4
volume = -40
persistent = 0

[State 1010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;吹き飛ぶ相手１
[Statedef 1011]
type = A
movetype = H
physics = N

[State 1011, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1011

[State 1011, Turn]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 1011, VelS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

;[State 1011, NHB]
;type = NotHitBy
;trigger1 = time >= 0
;value = SCA
;time = 1

[State 1011, CA-1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 1011, CA-2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5052
value = 5030

[State 1011, CS]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1012

;---------------------------------------------------------------------------
;吹き飛ぶ相手２
[Statedef 1012]
type = A
movetype = H
physics = N

[State 1012, VelS]
type = VelSet
trigger1 = HitShakeOver
x = -6.5
y = -6.5
persistent = 0

;[State 1012, NHB]
;type = NotHitBy
;triggerall = P2StateNo != 3005
;trigger1 = time >= 0
;value = SCA
;time = 1

[State 1012, CA-1]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1012, CA-3]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
value = 5050

[State 1012, VelA]
type = VelAdd
trigger1 = Time > 0
y = .7

[State 1012,SelfS]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1013

;---------------------------------------------------------------------------
;吹き飛ぶ相手・ダウン時滑り
[Statedef 1013]
type = L
movetype = H
physics = N
velset = -9,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 266, 1]
type = ChangeAnim
triggerall = Anim != 1013
triggerall = Time < 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5100

[State 266, 2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = !SelfAnimExist(5100)
trigger1 = !SelfAnimExist(5110)
trigger1 = !SelfAnimExist(5170)
value = 1013

[State 266, 3]
type = ChangeAnim
triggerall = Time = 0
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger2 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 277

[State 266, 4]
type = ChangeAnim
triggerall = Anim = 5100
triggerall = Time = 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 266, 5]
type = ChangeAnim
triggerall = Time = 6
trigger1  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger2  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger5  = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger6  = Name = "andrew" && AuthorName = "ohgaki"
trigger7  = Name = "Kyoshiro" && AuthorName = "ohgaki"
trigger8  = Name = "Yoshitora" && AuthorName = "ohgaki"
trigger9  = Name = "Kanna" && AuthorName = "ohgaki"
trigger10 = Name = "rock" && AuthorName = "ohgaki"
trigger11 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger12 = Name = "Shiki" && AuthorName = "ohgaki"
value = 5160

[State 266, 6]
type = ChangeAnim
trigger1 = Anim = 277 || Anim = 5160 || Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 266, 7]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 266, 8]
type = PosSet
trigger1 = 1
y = 0

[State 266, 9]
type = VelMul
trigger1 = 1
x = 0.85

[State 266, 10]
type = SelfState
trigger1 = Time = 20
trigger1 = Life = 0 || !Alive
value = 5110

[State 266, 11]
type = SelfState
trigger1 = Anim = 1013
trigger1 = AnimTime = 0
trigger2 = Time = 55
value = 5120

;---------------------------------------------------------------------------
;吹き飛ぶ相手１
[Statedef 1015]
type = A
movetype = H
physics = N

[State 1011, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1011

[State 1011, Turn]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 1011, VelS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

;[State 1011, NHB]
;type = NotHitBy
;trigger1 = time >= 0
;value = SCA
;time = 1

[State 1011, CA-1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 1011, CA-2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5052
value = 5030

[State 1011, CS]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1016

;---------------------------------------------------------------------------
;吹き飛ぶ相手２
[Statedef 1016]
type = A
movetype = H
physics = N

[State 1012, VelS]
type = VelSet
trigger1 = HitShakeOver
x = -6.5
y = -6.5
persistent = 0

;[State 1012, NHB]
;type = NotHitBy
;triggerall = P2StateNo != 3005 
;trigger1 = time >= 0
;value = SCA
;time = 1

[State 1012, CA-1]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1012, CA-3]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
value = 5050

[State 1012, VelA]
type = VelAdd
trigger1 = Time > 0
y = .7

[State 1012,SelfS]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1017

;---------------------------------------------------------------------------
;吹き飛ぶ相手・ダウン時滑り
[Statedef 1017]
type = L
movetype = H
physics = N
velset = -9,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 266, 1]
type = ChangeAnim
triggerall = Anim != 1013
triggerall = Time < 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5100

[State 266, 2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = !SelfAnimExist(5100)
trigger1 = !SelfAnimExist(5110)
trigger1 = !SelfAnimExist(5170)
value = 1014

[State 266, 3]
type = ChangeAnim
triggerall = Time = 0
trigger1 = Name = "Genbu no Okina" && AuthorName = "HAL"
trigger2 = Name = "Moriya Minakata" && AuthorName = "HAL"
value = 277

[State 266, 4]
type = ChangeAnim
triggerall = Anim = 5100
triggerall = Time = 6
trigger1 = SelfAnimExist(5100)
trigger1 = SelfAnimExist(5110)
trigger1 = SelfAnimExist(5170)
value = 5170

[State 266, 5]
type = ChangeAnim
triggerall = Time = 6
trigger1  = Name = "Shigen_naoe" && AuthorName = "ohgaki"
trigger2  = Name = "sanada_ani" && AuthorName = "ohgaki"
trigger3  = Name = "kaede" && AuthorName = "ohgaki"
trigger4  = Name = "Shinnosuke Kagami" && AuthorName = "ohgaki"
trigger5  = Name = "Shikyoh" && AuthorName = "ohgaki"
trigger6  = Name = "andrew" && AuthorName = "ohgaki"
trigger7  = Name = "Kyoshiro" && AuthorName = "ohgaki"
trigger8  = Name = "Yoshitora" && AuthorName = "ohgaki"
trigger9  = Name = "Kanna" && AuthorName = "ohgaki"
trigger10 = Name = "rock" && AuthorName = "ohgaki"
trigger11 = Name = "Chibi Suika" && AuthorName = "ohgaki"
trigger12 = Name = "Shiki" && AuthorName = "ohgaki"
value = 5160

[State 266, 6]
type = ChangeAnim
trigger1 = Anim = 277 || Anim = 5160 || Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 266, 7]
type = EnvShake
trigger1 = Time = 0
time = 5
freq = 120
ampl = 6
phase = -1

[State 266, 8]
type = PosSet
trigger1 = 1
y = 0

[State 266, 9]
type = VelMul
trigger1 = 1
x = 0.85

[State 266, 10]
type = SelfState
trigger1 = Time = 20
trigger1 = Life = 0 || !Alive
value = 5110

[State 266, 11]
type = SelfState
trigger1 = Anim = 1014
trigger1 = AnimTime = 0
trigger2 = Time = 55
value = 5120

;---------------------------------------------------------------------------
; 朧斬り
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1025, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = S5,2

[State 1025, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S4,2

[State 1025, NHB]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 1020, 1]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = AnimElem = 10,1
attr = S, SA
animtype  = up
damage    = (Ceil((137*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,125,375),ifelse(Var(58)=1,63,188)
priority  = 6
guardflag = MA
pausetime = 12,10
guard.pausetime = 6,6
sparkno = S7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
air.hittime  = 10
fall =1
fall.recover = 0

[State 1020, 1]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = AnimElem = 10,1
attr = S, SA
animtype  = up
damage    = (Ceil((74*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,63,188),ifelse(Var(58)=3,31,94)
priority  = 6
guardflag = MA
pausetime = 12,10
guard.pausetime = 6,6
sparkno = S7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -0.5,-14
air.velocity = -0.5,-10
air.hittime  = 10
fall =1
fall.recover = 0

[State 1020, 1]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = AnimElem = 10,1
attr = S, SA
animtype  = up
damage    = (Ceil((86*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,63,188),0
priority  = 6
guardflag = MA
pausetime = 12,10
guard.pausetime = 6,6
sparkno = S7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -0.5,-14
air.velocity = -0.5,-10
air.hittime  = 10
fall =1
fall.recover = 0

[State 240, 4]
type = VarSet
trigger1 = AnimElem = 10
v = 10
value = 1

[State 240, 5]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 11
v = 10
value = 0

[State 240, 8]
type = Explod
trigger1 = Var(10) = 1
persistent = 2
ignorehitpause = 1
anim = 7520
pos = 30,-30
sprpriority = 6
removetime = 1
bindtime = -1
ownpal = 1

[State 240, 3]
type = explod
trigger1 = movehit
postype = p2
pos = 0, -70
sprpriority = 7
anim = 7415
ID = 7415
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1025

;------------------
; 朧斬り_空中
[Statedef 1025]
type    = A
movetype= A
physics = N
velset = 4.2,-9.3
anim = 1025
juggle  = 5
hitdefpersist = 0 

[State 1025, 1] 
type = VelAdd
trigger1 = 1
y = .6

[State 1025, 1] 
type = VelAdd
trigger1 = AnimElem >= 6
x = -1.5

[State 1025, 2]
type = explod
trigger1 = AnimElem = 1
anim = 7524
postype = p1
pos = 20,-30
sprpriority = 6
persistent = 1
bindtime = -1

[State 1025, 2]
type = explod
trigger1 = AnimElem = 4,2
anim = 7525
postype = p1
pos = 20,-30
sprpriority = 6
persistent = 1
bindtime = -1

[State 1010, 2]
type = explod
triggerall = movehit 
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 3,1
trigger3 = AnimElem = 4,1
anim = 7225
postype = p2
pos = 0, -90
sprpriority = 6

[State 1010, 2]
type = explod
triggerall = moveguarded
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 3,1
trigger3 = AnimElem = 4,1
anim = 7300
postype = p2
pos = 0, -90
sprpriority = 6
ownpal = 0

[State 1010, 3]
type = explod
triggerall = movehit 
trigger1 = AnimElem = 2,1
trigger2 = AnimElem = 3,1
trigger3 = AnimElem = 4,1
postype = p2
pos = 0,-85
sprpriority = 7
anim = 7405
ID = 7405
ownpal = 1

[State 1025, 5]
type = HitDef
triggerall = Var(58) = [3,4]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
animtype  = heard
damage    = (Ceil((16*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,47,141),ifelse(Var(58)=3,16,47)
priority  = 6
guardflag = MA
pausetime = 4,4
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-12
air.velocity = 0,-12
air.slidetime = 10
air.hittime  = 5
fall =1
fall.recover = 0
yaccel = .45

[State 1025, 5]
type = HitDef
triggerall = Var(58) = [3,4]
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((35*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,47,141),ifelse(Var(58)=3,16,47)
priority  = 6
guardflag = MA
pausetime = 4,4
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-12
air.velocity = -1,-12
air.slidetime = 10
air.hittime  = 5
fall =1
fall.recover = 1
fall.recovertime = 45
yaccel = .55

[State 1025, 5]
type = HitDef
triggerall = Var(58) = [5,6]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
animtype  = heard
damage    = (Ceil((20*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,47,141),0
priority  = 6
guardflag = MA
pausetime = 4,4
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-12
air.velocity = 0,-12
air.slidetime = 10
air.hittime  = 5
fall =1
fall.recover = 0
yaccel = .45

[State 1025, 5]
type = HitDef
triggerall = Var(58) = [5,6]
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((43*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,47,141),0
priority  = 6
guardflag = MA
pausetime = 4,4
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-12
air.velocity = -1,-12
air.slidetime = 10
air.hittime  = 5
fall =1
fall.recover = 1
fall.recovertime = 45
yaccel = .55

[State 240, 4]
type = VarSet
trigger1 = AnimElem = 2
v = 10
value = 1

[State 240, 5]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 2,2
v = 10
value = 0

[State 240, 8]
type = Explod
trigger1 = Var(10) = 1
persistent = 2
ignorehitpause = 1
anim = 7521
pos = 20,-30
sprpriority = 6
removetime = 1
bindtime = -1
ownpal = 1

[State 240, 4]
type = VarSet
trigger1 = AnimElem = 2,2
v = 10
value = 3

[State 240, 5]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 2,5
v = 10
value = 2

[State 240, 8]
type = Explod
trigger1 = Var(10) = 3
persistent = 2
ignorehitpause = 1
anim = 7522
pos = 20,-30
sprpriority = 6
removetime = 1
bindtime = -1
ownpal = 1

[State 240, 4]
type = VarSet
trigger1 = AnimElem = 2,6
v = 10
value = 5

[State 240, 5]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 2,8
v = 10
value = 4

[State 240, 8]
type = Explod
trigger1 = Var(10) = 5
persistent = 2
ignorehitpause = 1
anim = 7523
pos = 20,-30
sprpriority = 6
removetime = 1
bindtime = -1
ownpal = 1

[State 206, PP]
type = PlayerPush
trigger1 = 1
value = 0

[State 1025, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -1
value = 1030

;------------------
; 朧斬り_着地
[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
anim = 1030
ctrl = 0
sprpriority =2

[State 1030, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,1

[State 1030, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 朧斬り_止め
[Statedef 1035]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 100
velset = 0,0
anim = 1035
ctrl = 0
sprpriority = 2

[State 1035, 1]
type = PlaySnd
trigger1 =  AnimElem = 9
value = S5,6

[State 1035, 2]
type = CtrlSet
trigger1 = AnimElem = 9,2
value = 1

[State 1035, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------
; 天魔脚
[Statedef 1040]
type = A
movetype = A
physics = N
anim = 1040
velset = 0,0
poweradd= ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
juggle  = 10
ctrl = 0

[State 1040, 1]
type = PlaySnd
trigger1 = Time = 2
value = S5,4

[State 1040, t]
type = turn
trigger1 = time = 0 && P2dist X < 0

[State 1040, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1045
ctrl = 0

;------------------------------------------------------------
; 天魔脚_弐
[Statedef 1045]
type = A
movetype = A
physics = N
anim = 1045
ctrl = 0

[State 1045,3]
type = velset
trigger1 = AnimElem = 1
x = 7
y = 7.5

[State 1045, 4]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = Time = 0
attr = A, SA
damage = (Ceil((59*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,47,141),ifelse(Var(58)=1,16,47)
animtype  = heavy
guardflag = MA
priority = 3
pausetime = 12,12
sparkno = s7010
guard.sparkno = S7310
sparkxy = -5,-35
hitsound = s2,0
guardsound = s2,2+floor(Random/500)
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -5, 7.5
guard.velocity = -16
air.fall =1
fall.recover = 0
;p1stateno = 1050

[State 1045, 4]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = Time = 0
attr = A, SA
damage = (Ceil((59*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,31,94),ifelse(Var(58)=3,16,47)
animtype  = heavy
guardflag = MA
priority = 3
pausetime = 12,12
sparkno = s7010
guard.sparkno = S7310
sparkxy = -5,-35
hitsound = s2,0
guardsound = s2,2+floor(Random/500)
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -5, 7.5
guard.velocity = -16
air.fall =1
fall.recover = 0
;p1stateno = 1050

[State 1045, 4]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = Time = 0
attr = A, SA
damage = (Ceil((51*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,31,94),0
animtype  = heavy
guardflag = MA
priority = 3
pausetime = 12,12
sparkno = s7010
guard.sparkno = S7310
sparkxy = -5,-35
hitsound = s2,0
guardsound = s2,2+floor(Random/500)
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -5, 7.5
guard.velocity = -16
air.fall =1
fall.recover = 0
;p1stateno = 1050

[State 1045, 5]
type = ChangeState
triggerall = P2statetype != A
triggerall = P2statetype != L
trigger1 = movecontact
value = 1050
ctrl = 0

[State 1045, 5]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1030

;----------------------------------------------------------
; 天魔脚_乱れ蹴り
[Statedef 1050]
type = A
movetype = A
physics = N
anim = 1050
velset = 3.4,2.4

[State 1050, 4]
type = HitDef
triggerall = Var(58) = [1,2]
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
attr = A, SA
damage = (Ceil((39*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,47,141),ifelse(Var(58)=1,16,47)
animtype  = midium
guardflag = HA
priority = 3
pausetime = 3,3
sparkno = s7010
guard.sparkno = S7310
sparkxy = -5,-50
hitsound   = s2,0
guardsound = s2,2+floor(Random/500)
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -5,5
guard.velocity = -4

[State 1050, 4]
type = HitDef
triggerall = Var(58) = [3,4]
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
attr = A, SA
damage = (Ceil((27*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,31,94),ifelse(Var(58)=3,16,47)
animtype  = midium
guardflag = HA
priority = 3
pausetime = 3,3
sparkno = s7010
guard.sparkno = S7310
sparkxy = -5,-50
hitsound   = s2,0
guardsound = s2,2+floor(Random/500)
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -5,5
guard.velocity = -4

[State 1050, 4]
type = HitDef
triggerall = Var(58) = [5,6]
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
attr = A, SA
damage = (Ceil((31*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,31,94),0
animtype  = midium
guardflag = HA
priority = 3
pausetime = 3,3
sparkno = s7010
guard.sparkno = S7310
sparkxy = -5,-50
hitsound   = s2,0
guardsound = s2,2+floor(Random/500)
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -5,5
guard.velocity = -4

[State 1050, 5]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "down_z"
trigger2 = var(59) = [1,10]
trigger2 = Alive
trigger2 = RoundState = 2
trigger2 = EnemyNear(Var(50)),MoveType = H
trigger2 = EnemyNear(Var(50)),StateNo != [120,159]
trigger2 = P2BodyDist Y <= 0
value = 1060
ctrl = 0

[State 1050, 5]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1055

;----------------------------------------------------------
; 天魔脚_着地
[Statedef 1055]
type = S
movetype = I
physics = S
anim = 1055
velset = 0,0

[State 1055, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,1

[State 1055, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1055, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; 天魔脚_転輪
[Statedef 1060]
type    = A
movetype= A
physics = N
velset = -1,-6.8
anim = 1060
juggle  = 5
hitdefpersist = 0 

[State 1060, 1] 
type = VelAdd
trigger1 = 1
y = .68

[State 1060, 2]
type = explod
trigger1 = AnimElem = 2
anim = 7530
postype = p1
pos = 20,-30
sprpriority = 6
persistent = 1
bindtime = 30

[State 1060, 3]
type = explod
trigger1 = movehit
postype = p2
pos = 0, -70
sprpriority = 7
anim = 7415
ID = 7415
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1060, 5]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = AnimElem = 1
attr = S, SA
animtype  = up
damage    = (Ceil((109*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,47,141),ifelse(Var(58)=1,16,47)
priority  = 6
guardflag = MA
;pausetime = 6,4
pausetime = 8,6
guard.pausetime = 6,6
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s4,3
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-10
air.velocity = -1,-9
air.slidetime = 2
air.hittime  = 2
fall =1
fall.recover = 1
fall.recovertime = 37
yaccel = .52

[State 1060, 5]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = AnimElem = 1
attr = S, SA
animtype  = up
damage    = (Ceil((90*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,31,94),ifelse(Var(58)=3,16,47)
priority  = 6
guardflag = MA
;pausetime = 6,4
pausetime = 8,6
guard.pausetime = 6,6
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s4,3
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-10
air.velocity = -1,-9
air.slidetime = 2
air.hittime  = 2
fall =1
fall.recover = 1
fall.recovertime = 37
yaccel = .52

[State 1060, 5]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = AnimElem = 1
attr = S, SA
animtype  = up
damage    = (Ceil((105*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,31,94),0
priority  = 6
guardflag = MA
;pausetime = 6,4
pausetime = 8,6
guard.pausetime = 6,6
sparkno = s7220
guard.sparkno = S7300
sparkxy = 0,-70
hitsound = s4,3
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-10
air.velocity = -1,-9
air.slidetime = 2
air.hittime  = 2
fall =1
fall.recover = 1
fall.recovertime = 37
yaccel = .52

[State 1060, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -1
value = 1030

;---------------------------------------------------------------------------
; 影法師
[Statedef 1070]
type    = S
movetype= I
physics = S
poweradd = ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
ctrl = 0
anim = 1070
velset = 6
sprpriority = 2

[State 1070, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,7
channel = 5

[State 1070, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 4

[State 1070, 1]
type = VelSet
trigger1 = AnimElem = 2,>= 0 && AnimElem = 3,< 0
x = 8

[State 1070, 1]
type = VelSet
trigger1 = AnimElem = 4,>= 0 && AnimElem = 5,< 0
x = 10

[State 1070, 1]
type = VelSet
trigger1 = AnimElem = 5
x = 5

[State 1070, 2]
type = PlayerPush
trigger1 = AnimElem = 2,>= 0 && AnimElem = 5,< 0
value = 0

[State 1070, 3]
type = AfterImage
trigger1 = AnimElem = 4
time = 4
palmul = 1,1,1
paladd = 0,0,0
PalBright = 0, 0, 0
PalContrast = 180,180,180
length = 12
framegap = 3
trans = add1

[State 1070, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1070, 5]
type = VarSet
trigger1 = animelem=4,>0 
var(11) = 0

[State 1070, 6]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "kopa"
trigger1 = (animelem=4,>0 && animelem=5,<0)
trigger2 = var(59)
trigger2 = (animelem=4,>0 && animelem=5,<0)
var(11) = 1
ignorehitpause = 1

[State 1070, 8]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "kasumi"
trigger1 = (animelem=4,>0 && animelem=5,<0)
trigger2 = var(59)
trigger2 = (animelem=4,>0 && animelem=5,<0)
var(11) = 1
ignorehitpause = 1

[State 1070, 8]
type = VarSet
trigger1 = Var(11) = 1
trigger1 = P2dist X > 0
var(12) = 1
ignorehitpause = 1

[State 1070, 8]
type = VarSet
trigger1 = Var(11) = 1
trigger1 = P2dist X < 0
var(12) = 2
ignorehitpause = 1

[State 1070, 7]
type = ChangeState
triggerall = var(11) = 1
trigger1 = !var(59)
trigger1 = command = "kopa"
trigger2 = var(59) = [1,10]
trigger2 = var(51) = 1 && (var(58) = [1,2])
trigger2 = EnemyNear(Var(50)),BackEdgeBodyDist >= 10 || P2BodyDist X >= 55
trigger2 = Time >= 18 - ((PrevStateNo = 200) * 15)
trigger3 = var(59) = [1,10]
trigger3 = var(51) = 1 && (var(58) = [1,2]) || var(51) = 8
trigger3 = EnemyNear(Var(50)),BackEdgeBodyDist < 10 || P2BodyDist X < 55
trigger3 = Time >= 15 - ((PrevStateNo = 200) * 9)
trigger3 = Random <= Var(59) * 100
trigger4 = var(59) = [1,10]
trigger4 = var(51) = 1 && (var(58) != [1,2]) || var(51) = 7
trigger4 = EnemyNear(Var(50)),BackEdgeBodyDist < 10 || P2BodyDist X < 100
trigger4 = Time >= 8 - ((PrevStateNo = 200) * 5) || FrontEdgeBodyDist < 10 || P2BodyDist X <= -30
trigger4 = var(51) := 1
trigger5 = var(59) = [1,10]
trigger5 = var(51) = 0
trigger5 = Time >= 15
trigger6 = var(59) = [1,10]
trigger6 = var(51) = 0
trigger6 = Facing*EnemyNear(Var(50)),Facing = 1
trigger6 = P2BodyDist X = [-65,-15]
trigger6 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) >= -70
value = 1075
ctrl = 0

[State 1070, 9]
type = ChangeState
triggerall = var(11) = 1
trigger1 = !var(59)
trigger1 = command = "kasumi"
trigger2 = var(59) = [1,10]
trigger2 = var(51) = 1
trigger2 = P2BodyDist Y < -45
trigger2 = EnemyNear(Var(50)),StateNo != [226,228]
trigger3 = var(59) = [1,10]
trigger3 = var(51) = 4 || var(51) = 8 && EnemyNear(Var(50)),StateType != A
trigger4 = Var(59) = [1,10]
trigger4 = Var(51) = 0
Trigger4 = Facing*EnemyNear(Var(50)),Facing = 1
trigger4 = P2BodyDist X = [-65,-15]
trigger4 = P2BodyDist Y + (EnemyNear(Var(50)),Vel Y * 5) < -70
value = 1080
ctrl = 0

[State 1070, 2]
type = Veladd
trigger1 = Var(11) = 1
x = 0

[State 1070, 1]
type = turn
trigger1 = AnimElem = 5 && P2dist X < 0

;---------------------------------------------------------------------------
; 断ち骨破
[Statedef 1075]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
anim = 1075
sprpriority = 4

[State 1010, Width]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (3) < 0)
value = 20,0

[State 1075, 2]
type = VelSet
triggerall = var(12) = 1
trigger1 = AnimElem = 1,>= 0 && AnimElem = 5,< 0
x = 3

[State 1075, 2]
type = VelSet
triggerall = var(12) = 2
trigger1 = AnimElem = 1,>= 0 && AnimElem = 5,< 0
x = -3

[State 1075, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,0
volume = -30

[State 1075, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 1075, 1]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = Facing*EnemyNear,Facing = -1
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((152*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((16*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,156,469),ifelse(Var(58)=1,78,234)
guardflag = MA
pausetime = 12,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -10,-66
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -4,-4
guard.velocity = -10
fall =1
fall.recover = 0
yaccel = .45
P2StateNo = 1015

[State 1075, 1]
type = HitDef
trigger1 = Var(58) = [1,2]
trigger1 = Facing*EnemyNear,Facing = 1
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((152*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((16*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,156,469),ifelse(Var(58)=1,78,234)
guardflag = M
pausetime = 12,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -10,-66
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -4,-4
guard.velocity = -10
fall =1
fall.recover = 0
yaccel = .45
P2StateNo = 1015

[State 1075, 1]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = Facing*EnemyNear,Facing = -1
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((129*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((16*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,63,188),ifelse(Var(58)=3,31,94)
guardflag = MA
pausetime = 12,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -10,-66
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -4,-4
guard.velocity = -10
fall =1
fall.recover = 0
yaccel = .45
P2StateNo = 1015

[State 1075, 1]
type = HitDef
trigger1 = Var(58) = [3,4]
trigger1 = Facing*EnemyNear,Facing = 1
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((129*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((16*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,63,188),ifelse(Var(58)=3,31,94)
guardflag = M
pausetime = 12,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -10,-66
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -4,-4
guard.velocity = -10
fall =1
fall.recover = 0
yaccel = .45
P2StateNo = 1015

[State 1075, 1]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = Facing*EnemyNear,Facing = -1
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((152*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((16*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,63,188),0
guardflag = MA
pausetime = 12,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -10,-66
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -4,-4
guard.velocity = -10
fall =1
fall.recover = 0
yaccel = .45
P2StateNo = 1015

[State 1075, 1]
type = HitDef
trigger1 = Var(58) = [5,6]
trigger1 = Facing*EnemyNear,Facing = 1
trigger1 = AnimElem = 4
attr = S, SA
animtype  = hard
damage    = (Ceil((152*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((16*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,63,188),0
guardflag = M
pausetime = 12,6
sparkno = s7210
guard.sparkno = S7300
sparkxy = -10,-66
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -4,-4
guard.velocity = -10
fall =1
fall.recover = 0
yaccel = .45
P2StateNo = 1015

[State 1075, 2]
type = explod
trigger1 = AnimElem = 3
postype = p1
pos = 0, 0
sprpriority = 6
anim = 7540
ID = 7540
persistent = 1
bindtime = 60

[State 1010, 3]
type = explod
trigger1 = movehit
postype = p2
pos = -10, -70
sprpriority = 3
anim = 7405
ID = 7405
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1075, 3]
type = Turn
triggerall = AnimElem = 2,< 0
trigger1 = p2dist X < 0

[State 1075,PS]
type = PlaySnd
trigger1 = P2Stateno = 1013
value = S1,4
volume = -40
persistent = 0

[State 1075, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 霞斬り
[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
anim = 1080
sprpriority = 3

[State 1070, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1,0

[State 1080, 2]
type = VelSet
triggerall = var(12) = 1
trigger1 = AnimElem = 1,>= 0 && AnimElem = 15,< 0
x = 1.5

[State 1080, 2]
type = VelSet
triggerall = var(12) = 2
trigger1 = AnimElem = 1,>= 0 && AnimElem = 15,< 0
x = -1.5

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [1,2]
triggerall = P2Statetype != A
trigger1 = AnimElem = 8
attr = S, SA
animtype  = heavy
damage    = (Ceil((51*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,94,281),ifelse(Var(58)=1,47,140)
guardflag = HA
pausetime = 6,6
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2
guard.velocity = -6

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [1,2]
triggerall = P2Statetype != A
trigger1 = AnimElem = 10
attr = S, SA
animtype  = diagup
damage    = (Ceil((74*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,94,281),ifelse(Var(58)=1,47,140)
guardflag = HA
pausetime = 12,12
air.pausetime = 16,12
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-45
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = -1,14
guard.velocity = -6
;fall =1
;fall.recover = 0
yaccel = .47
P2Stateno = 1081

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [1,2]
triggerall = P2Statetype = A
trigger1 = AnimElem = 10
attr = S, SA
animtype  = diagup
damage    = (Ceil((74*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=1,94,281),ifelse(Var(58)=1,47,140)
guardflag = HA
pausetime = 12,12
air.pausetime = 6,6
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-65
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = -1,14
guard.velocity = -6
;fall =1
;fall.recover = 0
yaccel = .47
P2Stateno = 1083

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [3,4]
triggerall = P2Statetype != A
trigger1 = AnimElem = 8
attr = S, SA
animtype  = heavy
damage    = (Ceil((35*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,31,94),ifelse(Var(58)=3,16,47)
guardflag = HA
pausetime = 6,6
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2
guard.velocity = -6

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [3,4]
triggerall = P2Statetype != A
trigger1 = AnimElem = 10
attr = S, SA
animtype  = diagup
damage    = (Ceil((63*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,47,141),ifelse(Var(58)=3,16,47)
guardflag = HA
pausetime = 12,12
air.pausetime = 16,12
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-45
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = -1,14
guard.velocity = -6
;fall =1
;fall.recover = 0
yaccel = .47
P2Stateno = 1081

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [3,4]
triggerall = P2Statetype = A
trigger1 = AnimElem = 10
attr = S, SA
animtype  = diagup
damage    = (Ceil((63*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=3,47,141),ifelse(Var(58)=3,16,47)
guardflag = HA
pausetime = 12,12
air.pausetime = 6,6
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-65
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = -1,14
guard.velocity = -6
;fall =1
;fall.recover = 0
yaccel = .47
P2Stateno = 1083

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [5,6]
triggerall = P2Statetype != A
trigger1 = AnimElem = 8
attr = S, SA
animtype  = heavy
damage    = (Ceil((43*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((4*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,47,141),0
guardflag = HA
pausetime = 6,6
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-70
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-2
guard.velocity = -6

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [5,6]
triggerall = P2Statetype != A
trigger1 = AnimElem = 10
attr = S, SA
animtype  = diagup
damage    = (Ceil((66*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,47,141),0
guardflag = HA
pausetime = 12,12
air.pausetime = 16,12
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-45
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = -1,14
guard.velocity = -6
;fall =1
;fall.recover = 0
yaccel = .47
P2Stateno = 1081

[State 1080, 1]
type = HitDef
triggerall = Var(58) = [5,6]
triggerall = P2Statetype = A
trigger1 = AnimElem = 10
attr = S, SA
animtype  = diagup
damage    = (Ceil((66*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41), (Ceil((8*FVar(0))*FVar(1))-((Var(42)>=2)*1))*Var(41)
getpower = ifelse(Var(58)=5,47,141),0
guardflag = HA
pausetime = 12,12
air.pausetime = 6,6
sparkno = s7215
guard.sparkno = S7300
sparkxy = -10,-65
hitsound = s3,4+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = -1,14
guard.velocity = -6
;fall =1
;fall.recover = 0
yaccel = .47
P2Stateno = 1083

[State 1080, 3]
type = explod
trigger1 = AnimElem = 9,1
postype = p1
pos = 0, 0
sprpriority = 4
anim = 7550
ID = 7550
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1080, VS2]
type = VarSet
trigger1 = AnimElem = 10
v = 11
value = 1

[State 1080, VS1]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElem = 11
v = 11
value = 0

[State 3000, sword-A]
type = Explod
trigger1 = Var(11) = 1
persistent = 2
ignorehitpause = 1
anim = 7551
pos = 0,0
sprpriority = 4
removetime = 1
bindtime = -1
ownpal = 1

[State 3000, sword-A]
type = Explod
trigger1 = Var(11) = 0
persistent = 2
ignorehitpause = 1
anim = 7552
pos = 0,0
sprpriority = 4
removetime = 1
bindtime = -1
ownpal = 1

[State 3000, shadow]
type = explod
trigger1 = AnimElem = 11
postype = p1
pos = 0, 0
sprpriority = 4
anim = 7553
persistent = 1
bindtime = -1

[State 1080, 3]
type = explod
trigger1 = Animelem = 8,1 && movehit
postype = p2
pos = -10, -70
sprpriority = 3
anim = 7405
ID = 7405
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 1080, 3]
type = explod
trigger1 = Animelem = 10,1 && movehit
postype = p2
pos = 0, -50
sprpriority = 3
anim = 7410
ID = 7410
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

;[State -2, movecontact]
;type = movehitReset
;trigger1 = movecontact
;ignorehitpause = 1

[State 1080, 3]
type = Turn
triggerall = AnimElem = 2,< 0
trigger1 = p2dist X < 0

[State 1080, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;吹き飛ぶ相手１
[Statedef 1081]
type = A
movetype = H
physics = N

[State 1081, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1081

[State 1081, Turn]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 1081, VelS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1081, NHB]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1081, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 1082

;---------------------------------------------------------------------------
;吹き飛ぶ相手２
[Statedef 1082]
type = A
movetype = H
physics = N

[State 1082, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1082

[State 1084, VelS]
type = VelSet
trigger1 = Time = 0
persistent = 0
y = 1

[State 1082, VelS]
type = VelAdd
trigger1 = time >= 0
persistent = 0
y = .3

[State 1082,SelfS]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5110

;---------------------------------------------------------------------------
;吹き飛ぶ相手３
[Statedef 1083]
type = A
movetype = H
physics = N

[State 1083, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1083

[State 1083, Turn]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 1083, VelS]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1083, NHB]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 1083, CS]
type = ChangeState
trigger1 = Time = 6
value = 1084

;---------------------------------------------------------------------------
;吹き飛ぶ相手２
[Statedef 1084]
type = A
movetype = H
physics = N

[State 1084, CA2-1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1084

[State 1084, VelS]
type = VelSet
trigger1 = Time = 0
persistent = 0
y = 14

[State 1084, VelS]
type = VelAdd
trigger1 = time >= 0
persistent = 0
y = .5

[State 1083, ES]
type = EnvShake
trigger1 = time = 0
Time = 12
ampl = 3
freq = 90

[State 1084,SelfS]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5101

;---------------------------------------------------------------------------
; 天魔落とし
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 1100, PS]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6,4

[State 1100, PS]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,2

[State 1100, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = P2stateNo != [130,155]
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
numhits = 0
p1stateno = 1105
p2stateno = 1300
fall = 1

[State 1100, 1]
type = PowerAdd
trigger1 = Time = 1
value = ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))

[State 1100, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 天魔落とし_投げてる自分
[Statedef 1105]
type    = S
movetype= A
physics = N
anim = 1105

[State 1105, 1]
type = PlaySnd
trigger1 = Time = 1
value = S4,4

[State 1105, 3]
type = VelAdd
trigger1 = AnimElem = 5
x = 2.7
y = -4

[State 1105, 3]
type = VelAdd
trigger1 = AnimElem = 12
y = -6

[State 1105, 3]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 1105, 3]
type = VelSet
trigger1 = AnimElem = 13
x = 0
y = 0

[State 1105, Bind 1]
type = TargetBind
trigger1 = 1
pos = 55, 0

[State 1110, 2]
type = veladd
trigger1 = Time = 28
x = -5

[State 1110, 2]
type = velset
trigger1 = Time = 64
x = 0

[State 1105, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1110
ctrl = 0

;---------------------------------------------------------------------------
; 天魔落とし_壱
[Statedef 1110]
type    = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
anim = 1110
sprpriority = 2
ctrl = 0

[State 1110, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 16

[State 1110, 4]
type = PosSet
trigger1 = Time = 0
y = -300

[State 1110, 5]
type = Gravity
trigger1 = Time >= 1

[State 1110, SB]
type = ScreenBound
trigger1 = 1
movecamera = 1,0
value = 1

[State 1110, Bind 1]
type = TargetBind
trigger1 = 1
pos = 0, 0

[State 1110, Hurt 11]
type = TargetLifeAdd
trigger1 = Var(58) = [1,2]
trigger1 = Vel Y > 0 && Pos Y >= 0
value = -Floor((180 * FVar(1)) * Var(41) * (Const(data.attack)*0.01))

[State 1110, Hurt 11]
type = TargetLifeAdd
trigger1 = Var(58) = [3,4]
trigger1 = Vel Y > 0 && Pos Y >= 0
value = -Floor((90 * FVar(1)) * Var(41) * (Const(data.attack)*0.01))

[State 1110, Hurt 11]
type = TargetLifeAdd
trigger1 = Var(58) = [5,6]
trigger1 = Vel Y > 0 && Pos Y >= 0
value = -Floor((105 * FVar(1)) * Var(41) * (Const(data.attack)*0.01))

[State 1110, Throw 11]
type = TargetState
trigger1 = Vel Y > 0 && Pos Y >= 0 
value = 1305

[State 1110, 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1115

;---------------------------------------------------------------------------
; 天魔落とし_弐
[Statedef 1115]
type    = S
movetype= A
physics = S
poweradd = ifelse(var(58)=1,125,ifelse(var(58)=2,375,ifelse((var(58)=3||var(58)=5),31,94)))
velset = 0,0
anim = 1115
ctrl = 0
sprpriority = 2

[State 1115, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,5

[State 1115,12]
type = EnvShake
trigger1 = Time = 0
Time = 14
ampl = 4
freq = 80
phase = 4

[State 1115, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, -15

[State 1115,1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1120

;---------------------------------------------------------------------------
; 飛び退き
[Statedef 1120]
type    = S
physics = N
ctrl = 0
anim = 1120
sprpriority = 1

[State 1120, 2]
type = StateTypeSet
trigger1 = AnimElem = 1
StateType = A

[State 1120, 3]
type = VelSet
trigger1 = AnimElem = 1
x = -4
y = -5.5

[State 1120, 4]
type = VelAdd
trigger1 = AnimElem = 2,> 0
x = 0
y = .63

[State 1120, 5]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1125

;---------------------------------------------------------------------------
; 飛び退き_着地
[Statedef 1125]
type    = S
physics = S
ctrl = 1
anim = 1125
velset = 0,0

[State 1125, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0, 1
channel = 5

[State 1125, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1125, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 天魔落とし_相手
[Statedef 1300]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1300, SB]
type = ScreenBound
trigger1 = 1
movecamera = 1,0
value = 1

[State 1300, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1300

;---------------------------------------------------------------------------
; 天魔落とし_相手空中の状態・壱
[Statedef 1305]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1305, SB]
type = ScreenBound
trigger1 = 1
movecamera = 1,0
value = 1

[State 1305, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1305

[State 1300, 1]
type = ChangeState
Trigger1 = Time = 20
value = 1306

;---------------------------------------------------------------------------
; 投げ・投げられている相手３
[Statedef 1306]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1306, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1306, 2]
type = ChangeAnim
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Time = 0
value = 5160

[State 1306, 3]
type = ChangeAnim
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5160
trigger1 = AnimTime = 0
value = 5170

[State 1306, 4]
type = ChangeAnim
triggerall = SelfAnimExist(5110)
triggerall = SelfAnimExist(5160)
triggerall = SelfAnimExist(5170)
trigger1 = Anim = 5170
trigger1 = AnimTime = 0
value = 5110

[State 1306, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1306, 6]
type = VelSet
trigger1 = Time = 0
x = -2
y = -3

[State 1306, 7]
type = VelAdd
trigger1 = Time >= 1
y = 0.45

[State 1306, 8]
type = SelfState
trigger1 = Time = 120
value = 5120

[State 1306, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1307

;---------------------------------------------------------------------------
; 投げ・投げられている相手４
[Statedef 1307]
type     = L
movetype = H
physics  = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1307, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1307, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1307, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5110

[State 1307, 4]
type = SelfState
trigger1 = Time = 5
trigger1 = Life = 0 || !Alive
value = 5150

[State 1307, 5]
type = SelfState
trigger1 = Time = 25
value = 5120

;---------------------------------------------------------------------------
; 空中版天魔落とし
[Statedef 1350]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1350
sprpriority = 2

[State 1350, PS]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,8

[State 1350, HD]
type = HitDef
trigger1 = Time = 0
trigger1 = P2StateNo != [154,155]
attr = S, ST
hitflag = AF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1340
p2stateno = 1300
fall = 1

[State 1350, 1] 
type = VelAdd
trigger1 = 1
y = .46

[State 1100, 1]
type = PowerAdd
trigger1 = Time = 1
value = ifelse(var(58)=1,63,ifelse(var(58)=2,188,ifelse((var(58)=3||var(58)=5),31,94)))

[State 1350, CS]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1355

;-----------------------------------
; 空中版天魔落とし_投げてる自分
[Statedef 1340]
type    = S
movetype= A
physics = N
anim = 1105

[State 1340, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,4

[State 1340, 3]
type = VelAdd
trigger1 = AnimElem = 5
x = 2.7
y = -4

[State 1340, 3]
type = VelAdd
trigger1 = AnimElem = 12
y = -3

[State 1340, 3]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 1340, 3]
type = VelSet
trigger1 = AnimElem = 1 || AnimElem = 13
x = 0
y = 0

[State 1340, Bind 1]
type = TargetBind
trigger1 = 1
pos = 55, 0

[State 1110, 2]
type = veladd
trigger1 = Time = 28
x = -5

[State 1110, 2]
type = velset
trigger1 = Time = 64
x = 0

[State 1105, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1110
ctrl = 0

;-----------------------------------
; 空中版天魔落とし_失敗着地
[Statedef 1355]
type = S
movetype = I
physics = S
anim = 1355
velset = 0,0

[State 1355, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,1

[State 1355, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1355, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 骸縫い_近
[Statedef 1400]
type    = A
movetype= A
physics = N
poweradd = ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 2

[State 1400, PS]
type = PlaySnd
trigger1 = AnimElem = 3
value = S7,1

[State 1400, 4]
type = VelSet
trigger1 = AnimElem = 7
x = 1.5
y = -1

[State 1400, 3]
type = Helper
trigger1 = AnimElem = 3
ID = 7560
name = "kunai"
stateno = 7560
pos = 60,-30
postype = p1
ownpal = 1

[State 1400, 3]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(12) <= 0
trigger1 = command = "ryu" 
var(13) = 1

[State 1400, 4]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(12) <= 0
trigger1 = command = "ryu2" 
var(13) = 2

[State 1400, 3]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Alive
triggerall = RoundState = 2
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(12) <= 0
trigger1 = P2BodyDist Y > 50 || Var(51) = 1
trigger1 = NumHelper(7560)
trigger1 = Helper(7560),MoveHit
trigger1 = P2StateNo != [120,199]
var(13) = 1

[State 1400, 5]
type = ChangeState
triggerall = AnimElemTime(8) > 0
triggerall = AnimElemTime(9) <= 0
trigger1 = var(13) = 1
value = 1402

[State 1400, 5]
type = ChangeState
triggerall = AnimElemTime(8) > 0
triggerall = AnimElemTime(9) <= 0
trigger1 = var(13) = 2
value = 1412

[State 1400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401

;-----------------------------------
; 骸縫い_近・下降
[Statedef 1401]
type    = A
movetype= A
physics = N
velset = 1.5
anim = 1401
ctrl = 0

[State 1401, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1400, 4]
type = VarSet
triggerall = command = "ryu" 
trigger1 = 1
var(13) = 1

[State 1400, 5]
type = ChangeState
trigger1 = var(13) = 1
value = 1402
ctrl = 0

[State 1400, 4]
type = VarSet
triggerall = command = "ryu2" 
trigger1 = 1
var(13) = 2

[State 1400, 5]
type = ChangeState
trigger1 = var(13) = 2
trigger2 = var(20) = 1
trigger2 = random <= 20 && time <= 10
value = 1412
ctrl = 0

[State 1401, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 52

;---------------------------------------------------------------------
; 骸縫い_近・二発目
[Statedef 1402]
type    = A
movetype= A
physics = N
poweradd = ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 2

[State 1402, PS]
type = PlaySnd
trigger1 = AnimElem = 3
value = S7,1

[State 1402, 4]
type = VelSet
trigger1 = AnimElem = 7
x = 1.5
y = -1

[State 1402, 3]
type = Helper
trigger1 = AnimElem = 3
ID = 7562
name = "kunai"
stateno = 7562
pos = 60,-30
postype = p1
ownpal = 1

[State 1402, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1403

;-----------------------------------
; 骸縫いＡ_二発目・下降
[Statedef 1403]
type    = A
movetype= A
physics = N
velset = 1.5,-1
anim = 1401
ctrl = 0

[State 1403, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1403, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 52

;---------------------------------------------------------------------
; くない_壱
[Statedef 7560]
type    = A
movetype= A
physics = N
velset = 10,30
anim = 7560
ctrl = 0
sprpriority = 2

[State 7560, 2]
type = ChangeState
trigger1 = AnimTime = 0 && Vel Y > 0 && Pos Y >= -1
value = 7561

;------------------
; くない_壱・着地
[Statedef 7561]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 7561
ctrl = 0
sprpriority = 2

[State 7561, PS]
type = PlaySnd
trigger1 = Time = 3
value = S4,6

[State 7561, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2
attr = S, SP
animtype  = hard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 3
attr = S, SP
animtype  = hard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
9air.velocity = -2,-1

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 4
attr = S, SP
animtype  = hard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,8
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, down01]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
attr = S, SP
animtype  = hard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, down02]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 3
attr = S, SP
animtype  = hard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, down02]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = S, SP
animtype  = hard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,7
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2
attr = S, SP
animtype  = hard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,8
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, down01]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, down02]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, down02]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,7
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, 4]
type = HitDef
trigger1 = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,8
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7561, down01]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, down02]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2StateType = L
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, down02]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,7
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7561, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 1, 94, 281)

[State 7561, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 1, 47, 140)

[State 7561, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 3, 31, 94)

[State 7561, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 3, 16, 47)

[State 7561, padd-3]
type = poweradd
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 5, 31, 94)

[State 7561, 2]
type = explod
trigger1 = AnimElem = 2,1 && movehit
postype = p2
pos = -20, -25
sprpriority = 10
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 7561, 2]
type = explod
trigger1 = AnimElem = 3,1 && movehit
postype = p2
pos = -10, -25
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 7561, 2]
type = explod
trigger1 = AnimElem = 4,1 && movehit
postype = p2
pos = 0, -25
sprpriority = 10
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State -2, movecontact]
type = movehitreset
trigger1 = movecontact
ignorehitpause = 1

[State 7561, 8]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------
; くない_壱・二回目
[Statedef 7562]
type    = A
movetype= A
physics = N
velset = 10,30
anim = 7560
ctrl = 0
sprpriority =2

[State 7562, 2]
type = ChangeState
trigger1 = AnimTime = 0 && Vel Y > 0 && Pos Y >= -1
value = 7563

;------------------
; くない_壱・二回目・着地
[Statedef 7563]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 7561
ctrl = 0
sprpriority = 2

[State 7563, PS]
type = PlaySnd
trigger1 = Time = 3
value = S4,6

[State 7563, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7563, 4]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,1
fall = 1
fall.recover = 0

[State 7563, down01]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7563, 4]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,1
fall = 1
fall.recover = 0

[State 7563, down01]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7563, 4]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,1
fall = 1
fall.recover = 0

[State 7563, down01]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7563, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 1, 63, 188)

[State 7563, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 1, 31, 94)

[State 7563, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 3, 31, 94)

[State 7563, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 3, 16, 47)

[State 7563, padd-3]
type = poweradd
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 5, 31, 94)

[State 7563, 2]
type = explod
trigger1 = movehit
postype = p2
pos = 0, -25
sprpriority = 10
anim = 7410
ID = 7410
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 7563, 8]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------
; 骸縫い_弐
[Statedef 1410]
type    = A
movetype= A
physics = N
poweradd = ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 2

[State 1410, PS]
type = PlaySnd
trigger1 = AnimElem = 3
value = S7,1

[State 1410, 4]
type = VelSet
trigger1 = AnimElem = 7
x = -1.4
y = -1

[State 1410, 3]
type = Helper
trigger1 = AnimElem = 3
ID = 7570
name = "kunai"
stateno = 7570
pos = 60,-30
postype = p1
ownpal = 1

[State 1410, 3]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(12) <= 0
trigger1 = command = "ryu" 
var(13) = 1

[State 1410, 4]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(12) <= 0
trigger1 = command = "ryu2" 
var(13) = 2

[State 1410, 4]
type = VarSet
triggerall = Var(59) = [1,10]
triggerall = Alive
triggerall = RoundState = 2
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(12) <= 0
trigger1 = NumHelper(7570)
trigger1 = Helper(7570),MoveHit
trigger1 = P2StateNo != [120,199]
var(13) = 2

[State 1410, 5]
type = ChangeState
triggerall = AnimElemTime(8) > 0
triggerall = AnimElemTime(9) <= 0
trigger1 = var(13) = 1
value = 1402

[State 1410, 5]
type = ChangeState
triggerall = AnimElemTime(8) > 0
triggerall = AnimElemTime(9) <= 0
trigger1 = var(13) = 2
value = 1412

[State 1410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1411

;-----------------------------------
;骸縫い_弐・下降
[Statedef 1411]
type    = A
movetype= A
physics = N
velset = -1.4,-1
anim = 1401
ctrl = 0

[State 1411, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1411, 4]
type = VarSet
triggerall = command = "ryu2" 
trigger1 = 1
var(13) = 2

[State 1411, 5]
type = ChangeState
trigger1 = var(13) = 2
trigger2 = var(20) = 1
trigger2 = random <= 60 && time <= 10
value = 1412
ctrl = 0

[State 1411, 4]
type = VarSet
triggerall = command = "ryu" 
trigger1 = 1
var(13) = 1

[State 1411, 5]
type = ChangeState
trigger1 = var(13) = 1
trigger2 = var(20) = 1
trigger2 = random <= 20 && time <= 10
value = 1402
ctrl = 0

[State 1411, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 52

;---------------------------------------------------------------------
; 骸縫い_弐・二発目
[Statedef 1412]
type    = A
movetype= A
physics = N
poweradd = ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 2

[State 1412, PS]
type = PlaySnd
trigger1 = AnimElem = 3
value = S7,1

[State 1412, 4]
type = VelSet
trigger1 = AnimElem = 7
x = 1.5
y = -1

[State 1412, 3]
type = Helper
trigger1 = AnimElem = 3
ID = 7572
name = "kunai"
stateno = 7572
pos = 60,-30
postype = p1
ownpal = 1

[State 1412, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1403

;---------------------------------------------------------------------
; くない_弐
[Statedef 7570]
type    = A
movetype= A
physics = N
velset = 33,30
anim = 7560
ctrl = 0
sprpriority =2

[State 7570, 2]
type = ChangeState
trigger1 = AnimTime = 0 && Vel Y > 0 && Pos Y >= -1
value = 7571

;------------------
; くない_弐・着地
[Statedef 7571]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 7561
ctrl = 0
sprpriority =2

[State 7571, PS]
type = PlaySnd
trigger1 = Time = 3
value = S4,6

[State 7571, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,8
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1


[State 7571, down01]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, down02]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, down02]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((39*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,7
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,8
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, down01]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, down02]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, down02]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,7
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, 4]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,8
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -2,-1

[State 7571, down01]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2stateType = L
trigger1 = AnimElem = 2
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, down02]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2StateType = L
trigger1 = AnimElem = 3
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,6
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, down02]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2StateType = L
trigger1 = AnimElem = 4
attr = S, SP
animtype  = heard
damage = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,7
sparkno = S7200
guard.sparkno = S7300
sparkxy = -30,0
hitsound = s3,0+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall = 1
fall.recover = 0

[State 7571, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 1, 94, 281)

[State 7571, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 1, 47, 140)

[State 7571, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 3, 31, 94)

[State 7571, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 3, 16, 47)

[State 7571, padd-3]
type = poweradd
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 5, 31, 94)

[State 7571, 2]
type = explod
trigger1 = AnimElem = 2,1 && movehit
postype = p2
pos = -20, -25
sprpriority = 10
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 7571, 2]
type = explod
trigger1 = AnimElem = 3,1 && movehit
postype = p2
pos = -10, -25
sprpriority = 6
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 7571, 2]
type = explod
trigger1 = AnimElem = 4,1 && movehit
postype = p2
pos = 0, -25
sprpriority = 10
anim = 7400
ID = 7400
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State -2, movecontact]
type = movehitReset
trigger1 = movecontact
ignorehitpause = 1

[State 7571, 8]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------
; くない_弐・二回目
[Statedef 7572]
type    = A
movetype= A
physics = N
velset = 33,30
anim = 7560
ctrl = 0
sprpriority =2

[State 7572, 2]
type = ChangeState
trigger1 = AnimTime = 0 && Vel Y > 0 && Pos Y >= -1
value = 7573

;------------------
; くない_弐・二回目・着地
[Statedef 7573]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 7561
ctrl = 0
sprpriority =2

[State 7571, PS]
type = PlaySnd
trigger1 = Time = 3
value = S4,6

[State 7573, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7573, 4]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,1
fall =1
fall.recover = 0

[State 7573, down01]
type = HitDef
triggerall = Parent,Var(58) = [1,2]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall =1
fall.recover = 0

[State 7573, 4]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,1
fall =1
fall.recover = 0

[State 7573, down01]
type = HitDef
triggerall = Parent,Var(58) = [3,4]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((27*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall =1
fall.recover = 0

[State 7573, 4]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = MA
guardflag = HA
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = trip
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,1
fall =1
fall.recover = 0

[State 7573, down01]
type = HitDef
triggerall = Parent,Var(58) = [5,6]
triggerall = P2StateType = L
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SP
animtype  = diagup
damage    = (Ceil((31*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41), (Ceil((8*Parent,FVar(0))*Parent,FVar(1))-((Parent,Var(42)>=2)*1))*Parent,Var(41)
getpower = 0,0
priority  = 4
hitflag = FD
guardflag = L
pausetime = 0,4
sparkno = S7200
guard.sparkno = S7300
sparkxy = -10,0
hitsound = s3,1+floor(Random/500)
guardsound = s2,4+floor(Random/500)
ground.type = low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = 0
fall =1
fall.recover = 0

[State 7573, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 1, 63, 188)

[State 7573, padd-1]
type = poweradd
triggerall = Parent,Var(58) = [1,2]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 1, 31, 94)

[State 7573, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 3, 31, 94)

[State 7573, padd-2]
type = poweradd
triggerall = Parent,Var(58) = [3,4]
trigger1 = AnimElem = 2,1 && MoveGuarded
trigger2 = AnimElem = 3,1 && MoveGuarded
trigger3 = AnimElem = 4,1 && MoveGuarded
value = ifelse(Parent,Var(58) = 3, 16, 47)

[State 7573, padd-3]
type = poweradd
triggerall = Parent,Var(58) = [5,6]
trigger1 = AnimElem = 2,1 && MoveHit
trigger2 = AnimElem = 3,1 && MoveHit
trigger3 = AnimElem = 4,1 && MoveHit
value = ifelse(Parent,Var(58) = 5, 31, 94)

[State 7573, 2]
type = explod
trigger1 = movehit
postype = p2
pos = 0, -25
sprpriority = 10
anim = 7410
ID = 7410
ignorehitpause = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 7573, 8]
type = Destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------------------------
; 水面隠れ
[Statedef 1450]
type    = S
physics = N
juggle  = 0
velset = 0,0
anim = 1450
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(58)=1,31,ifelse(var(58)=2,94,ifelse((var(58)=3||var(58)=5),16,47)))

[State 1450, PS]
type = PlaySnd
trigger1 = AnimElem = 8
value = S4,8

[State 1450, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.5
x = 0

[State 1450, 2]
type = Varset
trigger1 = animelem = 21
trigger1 = var(14) = 0
v = 14
value = 1

[State 1450, 7] ;終了
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昇華・断鋼刃
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = ifelse((var(58)=2||var(58)=4||var(58)=6),-3000,ifelse((life <= lifemax / 4),-1000,-2000))
velset = 4,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 1500, Width]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (5) < 0)
value = 10,0

[State 1500, Width]
type = Width
trigger1 = AnimElem= 6
value = 20,0

[State 1500, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 14

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 7
volume = -20

[State 1500, sp]
type = SuperPause
trigger1 = AnimElem = 3
time = 30
anim = 3000
p2defmul = 1
darken = 0

[State 1500, 6]
type = explod
trigger1 = AnimElem = 3
postype = p1
pos = -25, -62
bindtime = 1
sprpriority = 6
anim = 8000
supermove = 1
ontop = 0

[State 1500, 7]
type = explod
trigger1 = AnimElem = 6,1
postype = p1
pos = 0, 0
bindtime = -1
sprpriority = 6
anim = 7700
supermove = 1
ontop = 0

[State 1500, 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 = MA
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
;fall =1
;fall.recover = 0
yaccel = .46
p2stateno = 3050

[State 1500, 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 = MA
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
fall =1
fall.recover = 0
yaccel = .46

[State 1500, 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 = MA
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
;fall =1
;fall.recover = 0
yaccel = .46
p2stateno = 3050

[State 1500, 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 = MA
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
fall =1
fall.recover = 0
yaccel = .46

[State 1500, 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 = MA
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
;fall =1
;fall.recover = 0
yaccel = .46
p2stateno = 3050

[State 1500, 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 = MA
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
fall =1
fall.recover = 0
yaccel = .46

[State 1500, 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 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

;昇華アニメ
[State 1500, exp]
type = Explod
trigger1 = time = 1
anim = 2100
pos = 165,245
postype = left
sprpriority = -2
bindtime = -1
scale = 1.09,1.09
ownpal = 1
ignorehitpause = 1
supermove = 1
removetime = 28

[State 1500, ec]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
time = 30
under = 1

[State 1500, 13]
type = ChangeState
trigger1 = AnimElem = 9
trigger1 = command = "hold_x+y"
value = 3005

[State 1500, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

