;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ビーム
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 140200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 10137
ctrl = 0

[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,10

[state a]
type = changestate
trigger1 = animtime = 0
value = 140210
;-----------------------------------------------------
;ビーム
[Statedef 140210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 10138
ctrl = 0

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 12
value = 2562,17
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 13
value = 3500,4
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 13
value = 10000,24
volume = 255

[State 22076]
type = Projectile
trigger1 = p2movetype != A
trigger1 = (GameTime%6) = 1
trigger1 = time = [12,180]
trigger2 = p2movetype = A
trigger2 = (GameTime%6) = 1
trigger2 = time = [120,180]
attr = S, HA
projanim = 10140
projhitanim = -1
projid = 10140
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 22,-40;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 90,2
getpower =-9999999999,-9999999999
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-1;-6.5
air.velocity = -6,-1;.8
fall = 1
fall.recover = 0
juggle = 50;15

[State 2000]
type = ReversalDef
trigger1 = time > 12
trigger1 = time <= 180
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 23000000
pausetime = 0,2
ignorehitpause = 1

[state 11332] 
type = targetlifeadd 
trigger1 = time > 5
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 4000]
type = Explod
;trigger1 = animelem = 3
trigger1 = time = 12;0
anim = 10136
id = 10136
postype = p1
pos = 50,-70
sprpriority = 999999999
supermove = 0
removetime = 180
ownpal = 1
removeongethit = 0
bindtime = -1
;scale = 1.5;,0.8

[State 4000]
type = Explod
;trigger1 = animelem = 3
trigger1 = time = 12;0
anim = 10135
id = 10135
postype = p1
pos = 50,-70
sprpriority = 999999999
supermove = 0
removetime = 180
ownpal = 1
removeongethit = 0
bindtime = -1
;scale = 1.5;,0.8

[State 1]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 1]
type = null;Envcolor
trigger1 = numprojid(14021) >= 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[State 1]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 140220


;------------------------------------------------
; 終了
[Statedef 140220]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10139
ctrl = 0

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; レーザー光線
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 14020]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2300
ctrl = 0

[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000]
type = Helper
triggerall = palno =[1,12]
trigger1 = time = 0
stateno = 313704
pos = 0,-120
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,10

[state a]
type = changestate
trigger1 = animtime = 0
value = 14021


;-----------------------------------------------------
; ビーム攻撃
[Statedef 14021]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0 || Time = 40
value = 2300,0

[State 2000, 6]
type = null;PlaySnd
trigger1 = Time = 20
value = 3500,9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,4
volume = 255

[State 22076]
type = Projectile
trigger1 = palno = 12 || root,palno = 12
trigger1 = (GameTime%6) = 1
trigger1 = time > 0
trigger2 = palno = 11 || root,palno = 11
trigger2 = (GameTime%6) = 1
trigger2 = time > 0
trigger3 = palno = 10 || root,palno = 10
trigger3 = (GameTime%6) = 1
trigger3 = time > 0
attr = S, HA
projanim = 14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 22,-40;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 120,2
getpower =-9999999999,-9999999999
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 50;15

[State 22076]
type = Projectile
triggerall = palno != [11,12]
triggerall = palno != 10
trigger1 = (GameTime%4) = 1
trigger1 = time > 0
attr = S, HA
projanim = 14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 22,-40;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 2,1
getpower =-9999999999,-9999999999
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 50;15

[State 22076]
type = Projectile
triggerall = root,palno != [11,12]
triggerall = root,palno != 10
trigger1 = (GameTime%4) = 1
trigger1 = time > 0
attr = S, HA
projanim = 14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 22,-40;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 2,1
getpower =-9999999999,-9999999999
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 50;15

[state 11332] 
type = targetlifeadd 
triggerall = palno = [11,12]
trigger1 = time > 5
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[state 11332] 
type = targetlifeadd 
triggerall = root,palno = [11,12]
trigger1 = time > 5
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 4000]
type = Explod
;trigger1 = animelem = 3
trigger1 = time = 0
anim = 14020
id = 14020
postype = p1
pos = -30,100
sprpriority = 999999999
supermove = 0
removetime = 200
ownpal = 1
trans = sub
removeongethit = 0
bindtime = -1
;scale = 1.5;,0.8

[state a]
type = changestate
trigger1 = time = 200
value = 14022


;------------------------------------------------
; 終了
[Statedef 14022]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;;***************************************************************************
;===========================================================================
; ブラックホール
;===========================================================================
;***************************************************************************
;---------------------------------------------------------------------------

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -5000
anim = 2200
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

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

[State 2000]
type = Helper
triggerall = palno =[1,12]
trigger1 = time = 0
stateno = 313702
pos = 0,-120
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2205
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 20
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 220
channel = 10

[State 10130]
type = Explod
trigger1 = time = 0
anim = 10130
id = 10130
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ontop = 1
ownpal = 1
trans = add

[State 10130]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[state 12000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 20
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 20
trigger1 = time <= 50
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[state 2000]
type = Projectile
trigger1 = time > 50
trigger1 = time <= 100
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = -99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 89023

[state 2000]
type = Projectile
trigger1 = time > 100
trigger1 = time <= 150
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 89024

[state 12000]
type = Projectile
trigger1 = time > 150
trigger1 = time <= 220
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 220
trigger1 = time <= 250
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[State 2000]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 20
trigger1 = time <= 50
value = 25000000
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 60
trigger1 = time <= 100
value = 89023
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 100
trigger1 = time <= 150
value = 89024
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 220
trigger1 = time <= 250
value = 25000000
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 20
trigger1 = time <= 50
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 25000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 60
trigger1 = time <= 100
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 89023
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 100
trigger1 = time <= 150
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 89024
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 50
trigger1 = time <= 220
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 23000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 220
trigger1 = time <= 250
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
pausetime = 5
ignorehitpause = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 2210

[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2210
ctrl = 0

[State 0]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;オロチのベホマ
;---------------------------------------------------------------------------

[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -4000
sprpriority = 1
anim = 3450
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000]
type = Helper
triggerall = palno =[1,10]
trigger1 = time = 0
stateno = 313702
pos = 0,-120
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -1]
type = Explod
trigger1 = time = 20
anim = 22154
id = 22154
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = sub
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
trans = sub
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 255,255,255
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 255,255,255
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 15
value = 2200,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = Projectile
triggerall = var(1)!=1
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower =-9999999999,-9999999999
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower =-9999999999,-9999999999
givepower =-9999999999,-9999999999
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0

[State 1]
type = lifeadd
trigger1 = palno != 12 && time = 0
value = lifemax/(4-(var(1)*2))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 2
v = 29
value = ((var(1)=1)*400)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = varset
trigger1 = var(1) = 1 && palno != 12 && time = 1
fv = 39
value = life
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
-----------------------------------------------
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
超演出ヘルパー
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
-----------------------------------------------
超演出ヘルパー1
[Statedef 310000]
anim = 40000

[State 310000]
type = VelSet
trigger1 = 1
y = -1*(time <= 50)
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = PalFx
trigger1 = time = 50
sinadd = -256,-256,-256,200
time = 50
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = Explod
trigger1 = time <= 50
anim = 10030
id = 10009
scale = 1,0.5
removetime = 16
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = Explod
trigger1 = time > 50
trigger1 = time <= 100
anim = 10030
id = 10009
scale = 1+(0.05*(time-50)),0.5+(0.025*(time-50))
removetime = 16
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = RemoveExplod
trigger1 = time = 100
id = 10009
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = DestroySelf
trigger1 = time > 100
supermovetime = 3600
pausemovetime = 3600

超演出ヘルパー2

[Statedef 310002]
anim = 40030

[State 310000]
type = PalFx
trigger1 = time <= 50
sinadd = -256,-256,-256,200
color = 0
time = 50
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = Explod
trigger1 = time = 0
anim = 10120
id = 10004
removetime = 100
bindtime = -1
sprpriority = -999
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = ModifyExplod
trigger1 = time <= 25
id = 10004
scale = 0.04*time,0.02*time
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = ModifyExplod
trigger1 = time > 50
id = 10004
scale = 1+(0.04*(time-50)),0.5+(0.02*(time-50))
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = RemoveExplod
trigger1 = root,stateno != 3500
trigger2 = root,stateno != 12000
id = 10004
supermovetime = 3600
pausemovetime = 3600

[State 310000]
type = DestroySelf
trigger1 = time > 100
trigger2 = root,stateno != 3500
trigger3 = root,stateno != 12000
supermovetime = 3600
pausemovetime = 3600

超演出ヘルパー3

[Statedef 313702]
anim = 40030

[State 310000]
type = PalFx
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = Explod
trigger1 = time <= 80
anim = 10030
id = 10030200
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
removetime = 16
;bindtime = -1
ontop = 1
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = RemoveExplod
trigger1 = time = 80
id = 10030200
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = DestroySelf
trigger1 = time > 80

[Statedef 313703]
anim = 40030

[State 310000]
type = PalFx
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = Explod
trigger1 = time <= 80
anim = 10040
id = 10040200
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
removetime = 16
;bindtime = -1
ontop = 1
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = RemoveExplod
trigger1 = time = 80
id = 10040200
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = DestroySelf
trigger1 = time > 80

[Statedef 313704]
anim = 40030

[State 310000]
type = PalFx
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = Explod
trigger1 = time <= 80
anim = 10050
id = 10050200
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
removetime = 16
;bindtime = -1
ontop = 1
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = RemoveExplod
trigger1 = time = 80
id = 10050200
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = DestroySelf
trigger1 = time > 80

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 　メテオ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 3500]
type = S
movetype = A
juggle = 6
anim  = 2201
poweradd= -4000
ctrl = 0
velset = 0

[State 1];本体用無敵記載
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

[State 2];ライフバー等を消去
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State 3500];エフェクト1
type = Explod
trigger1 = Time = 0
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 60
under = 1
ownpal = 1
trans = add
ontop = 1

[State 3500];攻撃エフェクト
type = Explod
trigger1 = Time = 10
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 50,-70
bindtime = -1
supermove = 0
removetime = 45
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1

[State 3500];攻撃エフェクト
type = Explod
trigger1 = Time = 20
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -80,-10
bindtime = -1
supermove = 0
removetime = 30
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;vfacing = -1

[State 3500];攻撃エフェクト
type = Explod
trigger1 = Time = 30
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -180,-70
bindtime = -1
supermove = 0
removetime = 15
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1
;vfacing = -1

[State 3500]
type = Helper
trigger1 = time = 1
stateno = 310000
pos = 0,-170
ownpal = 1
ignorehitpause = 1
supermovetime = 3600
pausemovetime = 3600

[State 3500]
type = Helper
trigger1 = time = 1
stateno = 310002
id = 10004
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 3600
pausemovetime = 3600

[State 10000]
type = PlaySnd
trigger1 = Time = 0 || Time = 10 || Time = 20 || Time = 30 || Time = 40
value = 3500,0
volume = 200

[State 10000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4
volume = 128

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 3500]
type = changestate
trigger1 = time = 16
value = 3501
----------------------
\\\\\\\\\\\\\\\\\\\\\\
;攻撃中
\\\\\\\\\\\\\\\\\\\\\\
----------------------
[Statedef 3501]
type = S
movetype = A
ctrl = 0
anim = 2206
sprpriority = 7
velset = 0,0

[State 1];本体用無敵記載
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 71
value = 2563,9
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 71
value = 10000,3
volume = 200

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 151
value = 10000,2
volume = 200

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 8003];画面揺れ
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 8003]
type = Explod
trigger1 = time = 70
anim = 10110
ID = 10110
pos = 0,0
postype = left
ignorehitpause = 1
sprpriority = 999
ownpal = 1
bindtime = -1
under = 99
scale = 1,1
ownpal = 1
ontop = 1

[state 12000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 20
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 20
trigger1 = time <= 50
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[state 12000]
type = Projectile
trigger1 = time > 50
trigger1 = time <= 180
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 180
trigger1 = time <= 212
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[State 2000]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 30
trigger1 = time <= 60
value = 25000000
ignorehitpause = 1
[State 2000]
type = TargetState
trigger1 = time > 180
trigger1 = time <= 212
value = 25000000
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 30
trigger1 = time <= 60
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 25000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 60
trigger1 = time <= 180
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 23000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 180
trigger1 = time <= 212
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
pausetime = 5
ignorehitpause = 1

[State 2000]
type = TargetLifeAdd
trigger1 = 1
value = -999999999999999999999999999999999999999*999999999999999999999999999999999999*99999999999999999999999
ID = -1
kill = 1
absolute = 1

[state a]
type = changestate
trigger1 = time >= 212
value = 3502

;---------------------------------------------------------------------------
; 終了動作
[Statedef 3502]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2211
ctrl = 0
sprpriority = 1

[State 0]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1];本体用無敵記載
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

[state 2217];立ちに戻す
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 虚無崩壊
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[statedef 12000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -4000
anim = 2200
ctrl = 0

[State 1];本体用無敵記載
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

[State 2];ライフバー等を消去
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State 2000]
type = Helper
triggerall = palno = 12
trigger1 = time = 0
stateno = 313703
pos = 0,-120
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 12000];ガラスエフェクト1
type = Explod
trigger1 = Time = 0
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 160
under = 1
ownpal = 1
ontop = 1

[State 12000];ガラスエフェクト2
type = Explod
trigger1 = Time = 10
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 50,-70
bindtime = -1
supermove = 0
removetime = 130
under = 1
ownpal = 1
ontop = 1
scale = 1.5,1.5

[State 12000];ガラスエフェクト3
type = Explod
trigger1 = Time = 20
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -80,-10
bindtime = -1
supermove = 0
removetime = 100
under = 1
ownpal = 1
ontop = 1
scale = 1.5,1.5

[State 12000];ガラスエフェクト4
type = Explod
trigger1 = Time = 30
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -180,-70
bindtime = -1
supermove = 0
removetime = 70
under = 1
ownpal = 1
ontop = 1
scale = 1.5,1.5

[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,16
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 0 || Time = 10 || Time = 20 || Time = 30 || Time = 35
value = 3500,0
volume = 200

[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,7
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,5
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 4
value = 2563,2

[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,5
volume = 255

[State 3500]
type = changestate
trigger1 = time = 40
value = 12005

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;攻撃中
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
[Statedef 12005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 1];本体用無敵記載
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

[State Envcolor];HIT時画面点滅
type = Envcolor
trigger1 = projhit=1
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State EnvShake];画面揺れ
type = EnvShake
trigger1 = (time = [140,262]) && (GameTime%3) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 10000]
type = PlaySnd
trigger1 = Time = 10
value = 10000,17
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 30
value = 2200,2
persistent = 0

[State 10000]
type = PlaySnd
trigger1 = Time = 130 
value = 10000,0
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 130 
value = 10000,8
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 130 
value = 12300,1
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 130 
value = 2562,21
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 130 
value = 10000,7
volume = 255

[State 10000]
type = PlaySnd
trigger1 = Time = 130 
value = 10000,6
volume = 255

[State 10131]
type = Explod
trigger1 = time = 40
anim = 10131
id = 10131
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ontop = 1
ownpal = 1

[State 10133]
type = Explod
trigger1 = time = 40
anim = 10133
id = 10133
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ontop = 1
ownpal = 1

[State 10134]
type = Explod
trigger1 = time = 40
anim = 10134
id = 10134
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ontop = 1
ownpal = 1

[State 10135]
type = Explod
trigger1 = time = 40
anim = 10135
id = 10135
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ontop = 1
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 140
anim = 10143
id = 10135
sprpriority = -2
postype = p1
pos = -11,-170
bindtime = -1
removetime = 122
supermove = 1
under = 0
ownpal = 1
trans = sub

[state 12000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 30
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 30
trigger1 = time <= 60
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[state 12000]
type = Projectile
trigger1 = time > 60
trigger1 = time <= 220
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 220
trigger1 = time <= 265
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[State 2000]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 30
trigger1 = time <= 60
value = 25000000
ignorehitpause = 1
[State 2000]
type = TargetState
trigger1 = time > 220
trigger1 = time <= 265
value = 25000000
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 30
trigger1 = time <= 60
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 25000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 60
trigger1 = time <= 220
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 23000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 220
trigger1 = time <= 265
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
pausetime = 5
ignorehitpause = 1

[state a]
type = changestate
trigger1 = time >= 265
value = 12002
-------------------------
\\\\\\\\\\\\\\\\\\\\\\\\\
;終了
\\\\\\\\\\\\\\\\\\\\\\\\\
------------------------
[Statedef 12002]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2210
ctrl = 0
sprpriority = 1

[State 0]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1];本体用無敵記載
Type = NotHitBy
Trigger1 = 1
Value = SCA
IgnoreHitPause = 1

[state 2217];立ちに戻す
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
ガラス
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 4900]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 10165
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 4901


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
攻撃
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 4901]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 10166
ctrl = 0

[State 4901]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000];ガラスエフェクト1
type = Explod
trigger1 = Time = 0
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 160
under = 1
ownpal = 1
trans = add
ontop = 1

[State 23000];ガラスエフェクト2
type = Explod
trigger1 = Time = 10
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 320,-90
bindtime = -1
supermove = 0
removetime = 130
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1

[State 23000];ガラスエフェクト3
type = Explod
trigger1 = Time = 20
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -120,90
bindtime = -1
supermove = 0
removetime = 100
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;vfacing = -1

[State 23000];ガラスエフェクト4
type = Explod
trigger1 = Time = 30
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -190,-80
bindtime = -1
supermove = 0
removetime = 70
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1
;vfacing = -1

[State 23000];ガラスエフェクト5
type = Explod
trigger1 = Time = 40
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 110,-60
bindtime = -1
supermove = 0
removetime = 60
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1

[State 23000];ガラスエフェクト6
type = Explod
trigger1 = Time = 50
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 40,90
bindtime = -1
supermove = 0
removetime = 90
under = 1
ownpal = 1
trans = add
ontop = 1

[State 23000];ガラスエフェクト7
type = Explod
trigger1 = Time = 60
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -140,-90
bindtime = -1
supermove = 0
removetime = 70
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1
;vfacing = -1

[State 23000];ガラスエフェクト8
type = Explod
trigger1 = Time = 70
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -80,-120
bindtime = -1
supermove = 0
removetime = 100
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;vfacing = -1

[State 23000];ガラスエフェクト9
type = Explod
trigger1 = Time = 80
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -120,-90
bindtime = -1
supermove = 0
removetime = 70
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1
;vfacing = -1

[State 23000];ガラスエフェクト10
type = Explod
trigger1 = Time = 90
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 90,-150
bindtime = -1
supermove = 0
removetime = 60
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1

[State 23000];ガラスエフェクト11
type = Explod
trigger1 = Time = 100
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 100,10
bindtime = -1
supermove = 0
removetime = 90
under = 1
ownpal = 1
trans = add
ontop = 1

[State 23000];ガラスエフェクト12
type = Explod
trigger1 = Time = 110
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -60,-130
bindtime = -1
supermove = 0
removetime = 60
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;vfacing = -1

[State 23000];ガラスエフェクト13
type = Explod
trigger1 = Time = 120
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -90,-230
bindtime = -1
supermove = 0
removetime = 60
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;vfacing = -1

[State 23000];ガラスエフェクト14
type = Explod
trigger1 = Time = 130
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 90,-160
bindtime = -1
supermove = 0
removetime = 50
under = 1
ownpal = 1
trans = add
ontop = 1

[State 23000];ガラスエフェクト15
type = Explod
trigger1 = Time = 140
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 50,-120
bindtime = -1
supermove = 0
removetime = 50
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1

[State 23000];ガラスエフェクト16
type = Explod
trigger1 = Time = 150
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -220,-40
bindtime = -1
supermove = 0
removetime = 30
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1
;vfacing = -1

[State 23000];ガラスエフェクト17
type = Explod
trigger1 = Time = 160
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -150,-65
bindtime = -1
supermove = 0
removetime = 10
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1
;vfacing = -1

[State 23000];ガラスエフェクト18
type = Explod
trigger1 = Time = 170
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = -40,-130
bindtime = -1
supermove = 0
removetime = 30
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1
;vfacing = -1

[State 23000];ガラスエフェクト19
type = Explod
trigger1 = Time = 180
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 30,-140
bindtime = -1
supermove = 0
removetime = 20
under = 1
ownpal = 1
trans = add
ontop = 1
scale = 1.5,1.5
;facing = -1

[State 10000]
type = PlaySnd
trigger1 = Time = 0 || Time = 10 || Time = 20 || Time = 30 || Time = 40 || Time = 50 || Time = 60
||Time = 70 || Time = 80 || Time = 90 || Time = 100 || Time = 110 || Time = 120 || Time = 130
|| Time = 140 || Time = 150 || Time = 160|| Time = 170 || Time = 180|| Time = 190 || Time = 200 || Time = 210|| Time = 220 || Time = 230|| Time = 240 ||
value = 3500,0 
volume = 255

[State 180, 1]
type = VarRandom
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
v = 2
range = 0,13

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 0
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 10000,13
freqmul = 0.9+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 1
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 10000,15
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 2
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 10000,17
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 3
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 2563,9
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 4
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 2200,1
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 5
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 20000,0
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 6
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 193,0
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 7
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 193,1
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 8
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 184,0
freqmul = 0.9+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 9
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 187,1
freqmul = 0.9+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 10
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 10000,14
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 11
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 10000,11
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 12
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 10000,10
freqmul = 0.8+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 13
trigger1 = Time = 20 || Time = 60 || Time = 100 || Time = 160|| Time = 220
value = 10000,13
freqmul = 0.8+((random%2)*0.1)

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [0,230]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower =-9999999999,-9999999999
givepower = -9999999999,-9999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [0,230]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower =-9999999999,-9999999999
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [0,230]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = time = [0,230]
trigger1 = (GameTime%3) = 1
value = 2636

[State 1]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[state a]
type = changestate
trigger1 = time >= 230
value = 4902

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 4902]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 10167
ctrl = 0

[State 0]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635] 
type = changestate
trigger1 = time >= 8
value = 2637

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2636]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0
[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2636]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 2637

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Alsiel Orochi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Alsiel Orochi"
sysvar(4) = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;セレスティアルスター
[Statedef 22050]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 10161
poweradd = -4000
sprpriority = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = veladd
trigger1 = animelem = 1
x = -2

[state a]
type = velmul
trigger1 = 1
x = 1
;---------------------[ヘルパー]
[state a]
type = Helper
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202|| Time = 222|| Time = 242
id = 10000+gametime
name = "s"
pos = 200,0
postype = p1
stateno = 2990
helpertype = normal
pausemovetime = 1
ownpal = 1

[state a]
type = Helper
trigger1 = time = 0
stateno = 313703
pos = 0,-120
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 255,255,255
time = 20
under = 2

;---------------------[ステートチェンジ];ここらへんは搭載するキャラで適当に設定して
[State 200, 7]
type = ChangeState
trigger1 = time = 300
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;セレス
[Statedef 2990]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 9977
sprpriority = 1

[State 210, 1]
type = PlaySnd
trigger1 = time = 20
value = 10000, 22

[State 210, 1]
type = PlaySnd
trigger1 = time = 20
value = 10000, 23

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 10060
id = gametime
sprpriority = 99999
postype = back
scale = 1.19999,1.19999;上が途切れないように少しおおきめにしてある
pos = 100-random%201,-random%41;位置ランダム。root,timeで元のセレスティアルになるように値をセットしてもいいかも
trans = sub
bindtime = -1
under = 99
ownpal = 0
SuperMove = 0

[state 12000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 56
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 56
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[state 2000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 56
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = -99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 89023

[state 2000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 56
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 89024

[state 12000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 56
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[state 12000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 56
trigger1 = GameTime%3 = 0
projanim = 99998
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
getpower =-9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 25000000

[State 2000]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 0
trigger1 = time <= 56
value = 25000000
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 0
trigger1 = time <= 56
value = 89023
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 0
trigger1 = time <= 56
value = 89024
ignorehitpause = 1

[State 2000]
type = TargetState
trigger1 = time > 0
trigger1 = time <= 56
value = 25000000
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 0
trigger1 = time <= 56
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 25000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 0
trigger1 = time <= 56
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 89023
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 0
trigger1 = time <= 56
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 89024
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 50
trigger1 = time <= 56
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 23000000
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = time > 0
trigger1 = time <= 56
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
pausetime = 5
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [0,56]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower =-9999999999,-9999999999
givepower = -9999999999,-9999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [0,56]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower =-9999999999,-9999999999
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [0,56]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = time = [0,56]
trigger1 = (GameTime%3) = 1
value = 2636

[State 1]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[State 200, 7]
type = destroyself
trigger1 = time > 56