;===============================================================================
;システム関連の設定・制御
;===============================================================================
;システムカードコンフィグ-------------------------------------------------------
[statedef 50000];システムカード選択
type = A
movetype = I
physics = N
anim = 10001
ctrl = 0

[state 50000]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1


;コンフィグここから-----------------------------------------------------------------------

[state 50000, 枚数制限設定]
type = parentvarset
trigger1 = time = 0                                             ;↓ここの数字
var(13) = (root,var(13) | (2143289344)) -(2143289344)+(4194304)*(12)
;↑一番右の数字を変えることで1試合で使えるカードの総数を設定できます。
;0-511枚の間で設定してください。デフォルトでは12枚になっています。


;↓システムカード設定。搭載していないものはあらかじめ出ないようになっています。
;trigger1 = 1の1の部分を変更してください。
;動作が不安定になるのを防ぐため、最低1枚は使用可の状態にしてください。
[state 50000, 霊撃札]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (1))

[state 50000, マジックポーション]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (2))

[state 50000, ストップウォッチ]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (4))

[state 50000, 白楼剣]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (8))

[state 50000, 身代わり人形]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (16))

[state 50000, グリモワール]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (32))

[state 50000, 特注の日傘]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (64))

[state 50000, 人魂灯]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (128))

[state 50000, 左扇]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (256))

[state 50000, 伊吹瓢]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (512))

[state 50000, 天狗団扇]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (1024))

[state 50000, 符蝕薬]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (2048))

[state 50000, 宵越しの銭]
type = parentvarset
trigger1 = 0         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (4096))

[state 50000, 龍魚の羽衣]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (8192))

[state 50000, 緋想の剣]
type = parentvarset
trigger1 = 0         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (16384))

[state 50000, 病気平癒守]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (32768))

[state 50000, 冷凍カエル]
type = parentvarset
trigger1 = 0         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (65536))

[state 50000, 龍星]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (131072))

[state 50000, 制御棒]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (262144))

[state 50000, 三粒の天滴]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (524288))

[state 50000, ナマズの大地震]
type = parentvarset
trigger1 = 1         ;1だと使用可、0だと使用不可
trigger1 = time = 0
var(13) = (root,var(13) | (1048576))

;コンフィグここまで-----------------------------------------------------------------------


[state 50000, ]
type = parentvarset
trigger1 = time = 0
var(13) = (root,var(13) | (2097152))

[state 50000, 初期設定1]
type = parentvarset
trigger1 = time = 1
var(20) = 1

[state 50000, 初期設定2]
type = parentvarset
trigger1 = time = 1
var(21) = 2

[state 50000, 初期設定3]
type = parentvarset
trigger1 = time = 1
var(22) = 4

[state 50000, 初期設定4]
type = parentvarset
trigger1 = time = 1
var(23) = 8

[state 50000, 初期設定5]
type = parentvarset
trigger1 = time = 1
var(24) = 16

[state 50000, 初期設定5]
type = parentvarset
trigger1 = time = 1
var(25) = 32

[state 50000, 初期設定5]
type = parentvarset
trigger1 = time = 1
var(26) = 32

[state 50000, 消滅]
type = destroyself
trigger1 = time = 2



;===============================================================================
;ガードエフェクト
;===============================================================================
[Statedef 20010]
Type	= A
Movetype= I
Physics = N
Anim = 10001
Ctrl = 0
Sprpriority = 95

[state 20010, ]
type = varset
trigger1 = time = 0
var(10) = 0

[state 20010, ]
type = varset
trigger1 = root,stateno = 150
trigger2 = root,stateno = 152
trigger3 = root,stateno = 154
var(10) = 0

[state 20010, ]
type = varadd
trigger1 = time > 0
var(10) = 1

[State 20010,影消し]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20010,立ちの位置]
type = BindtoRoot
triggerall = root,MoveType = H
trigger1 = root,Stateno = 150
trigger2 = root,stateno = 151
time = 2
pos = 24,-50
ignorehitpause = 1

[State 20010,しゃがみの位置]
type = BindtoRoot
triggerall = root,MoveType = H
trigger1 = root,Stateno = 152
trigger2 = root,stateno = 153
time = 2
pos = 24,-18
ignorehitpause = 1

[State 20010,空中の位置]
type = BindtoRoot
triggerall = root,MoveType = H
trigger1 = root,Stateno = 154
trigger2 = root,stateno = 155
time = 2
pos =15,-50
ignorehitpause = 1

[State 20010,向き]
type = Turn
trigger1 = Facing != root,Facing
ignorehitpause = 1

[State 20010,透過処理]
type = Trans
trigger1 = root,stateno = 150
trigger2 = root,stateno = 152
trigger3 = root,stateno = 154
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[state 20010, 徐々に消える]
type = trans
trigger1 = root,stateno != 150
trigger1 = root,stateno != 152
trigger1 = root,stateno != 154
trans = addalpha
alpha = ceil(256-(var(10)-10)*8.54),256
ignorehitpause = 1

[state 20010,大きさ]
type = angledraw
trigger1 = 1
scale = 0.36,0.5
ignorehitpause = 1

[State 20010,消失]
type = DestroySelf
trigger1 = var(10) = 30
ignorehitpause = 1



;===============================================================================
;タメeffect
;===============================================================================
[statedef 20015]
type = A
movetype = I
physics = N
anim = 20040
ctrl = 0

[state 20015, ]
type = playsnd
trigger1 = time = 0
value = 5,0

[state 20015, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20015, 表示]
type = sprpriority
trigger1 = 1
value = 3

[state 20015, 透過]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*17.1),256

[state 20015, 拡大]
type = angledraw
trigger1 = 1
scale = 0.06*time +0.1,0.06*time +0.1

[state 20015, effect2]
type = helper
trigger1 = time = 0
name = "charge_effect2"
stateno = 20016
pos = 0,0
ownpal = 0
ID = 20016

[state 20015, effect3]
type = helper
trigger1 = time = 0
name = "charge_effect3"
stateno = 20017
pos = 0,0
ownpal = 0
ID = 20017

[state 20015, 消す]
type = destroyself
trigger1 = time = 15


[statedef 20016];タメeffect2
type = A
movetype = I
physics = N
anim = 20041
ctrl = 0

[state 20016, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20016, 表示]
type = sprpriority
trigger1 = 1
value = 3

[state 20016, 透過]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*18.3),256

[state 20016, 拡大]
type = angledraw
trigger1 = 1
scale = 0.064*time +0.1,0.064*time +0.1

[state 20016, 消す]
type = destroyself
trigger1 = time = 14


[statedef 20017];タメeffect3
type = A
movetype = I
physics = N
anim = 20042
ctrl = 0

[state 20017, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20017, 表示]
type = sprpriority
trigger1 = 1
value = 3

[state 20017, 透過]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*18.3),256

[state 20017, 拡大]
type = angledraw
trigger1 = 1
scale = 0.064*time +0.1,0.064*time +0.1

[state 20017, 消す]
type = destroyself
trigger1 = time = 14



;===============================================================================
;ダッシュエフェクト
;===============================================================================
[statedef 20020]
typr = A
movetype = I
physics = N
anim = 20045
ctrl = 0
sprpriority = 3

[state 20020, ]
type = playsnd 
trigger1 = time = 0
value = 3,1

[state 20020, 透過]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*23.3),256

[state 20020, 拡大]
type = angledraw
trigger1 = 1
scale = time*0.07+0.5,time*0.07+0.5

[state 20020, effect2]
type = explod
trigger1 = time = 0
anim = 20046
ID = 20046
postype = p1
pos = -25,0
scale = 1,1
sprpriority = 3
removetime = 11
ignorehitpause = 1
pausemovetime = 1000

[state 20020, 消える]
type = destroyself
trigger1 = time = 11



;===============================================================================
;ハイジャンプのeffect
;===============================================================================
[statedef 20025]
type = A
movetype = I
physics = N
anim = 20045
ctrl = 0

[state 20025, ]
type = playsnd
trigger1 = time = 0
value = 3,1

[state 20025, 角度]
type = angleset
trigger1 = time = 0
value = -90

[state 20025, 実行]
type = angledraw
trigger1 = 1
scale = time*0.1+0.5,time*0.1+0.5

[state 20025, 透過]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*23.3),256

[state 20025, 消える]
type = destroyself
trigger1 = time = 11



;===============================================================================
;飛翔のeffect
;===============================================================================
[statedef 20030]
type = A
movetype = I
physics = N
anim = 20045
ctrl = 0
sprpriority = 3

[state 20030, 透過]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*23.3),256

[state 20030, 回転]
type = angleset
trigger1 = time >= 0
trigger1 = (root,fvar(11) != 90) || (root,fvar(11) != -90)
value = atan(sin(root,fvar(11) * pi/180)/cos(root,fvar(11) * pi/180))*180/pi

[state 20030, 回転2]
type = angleset
trigger1 = time >= 0
trigger1 = (root,fvar(11) = 90) || (root,fvar(11) = -90)
value = root,fvar(11)

[state 20030, 拡大]
type = angledraw
trigger1 = 1
scale = time*0.07+0.5,time*0.07+0.5

[state 20030, 消える]
type = destroyself
trigger1 = root,stateno != 117
trigger2 = time = 11



;===============================================================================
;スペカの魔方陣
;===============================================================================
[statedef 22000]
type = A
movetype = I
physics = N
anim = 22000
ctrl = 0
sprpriority = 5

;スペカの暗転時間設定---------------------------------
[state 22000, 食らいで暗転消滅]
type = varset
trigger1 = root,movetype = H
trigger1 = var(13) >= time
var(13) = time

[state 22000, 恋の埋火]
type = varset
triggerall = time = 0
trigger1 = root,stateno = 2000
trigger2 = root,stateno = 2001
var(13) = 120

[state 22000, 弾幕パラノイア]
type = varset
triggerall = time = 0
trigger1 = root,stateno = 2030 || root,stateno = 2035
var(13) = 120

[state 22000, 先祖撒き]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2060
var(13) = 100

[state 22000, 夢枕にご先祖総立ち]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2070
var(13) = 90

[state 22000, サブタレイニアンローズ]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2010
var(13) = 125

[state 22000, 嫌われ者のフィロソフィ]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2020
var(13) = 90

[state 22000, DNAの瑕]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2040 || root,stateno = 2180
var(13) = 110

[state 22000, 没我の愛]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2050 || root,stateno = 2055
var(13) = 100

[state 22000, 胎児の夢]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2080 || root,stateno = 2160
var(13) = 200

[state 22000, イドの解放]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2100
var(13) = 80

[state 22000, スーパーエゴ]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2120
var(13) = 100

[state 22000, 妖怪ポリグラフ]
type = varset
trigger1 = time = 0
trigger1 = (root,stateno = 2130) || (root,stateno = 2135)
var(13) = 100

[state 22000, 無意識の遺伝子]
type = varset
trigger1 = time = 0
trigger1 = (root,stateno = 2140) || (root,stateno = 2145)
var(13) = ifelse(root,stateno = 2140,90,60)

[state 22000, EX三人娘]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2200
var(13) = 120

;-----------------------------------------------------

[state 22000, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 22000, 回転角度]
type = angleadd
trigger1 = 1
value = -5

[state 22000, 回転]
type = angledraw
trigger1 = 1
scale = 3.5,3.5

[state 22000, 徐々に消す]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256-ceil(time*2.56),ceil(time*2.56)

[state 22000, 背景暗転]
type = bgpalfx
trigger1 = time <= 20
time = 1
add = 0,0,0
mul = 128,128,128
invertall = 0
color = 256

[state 22000, 背景暗転]
type = bgpalfx
trigger1 = time > 20
trigger1 = time <= var(13)
time = 1
add = 0,0,0
mul = 128,128,128
invertall = 0
color = 256

[state 22000, 背景暗転]
type = bgpalfx
trigger1 = time > var(13)
time = 1
add = 0,0,0
mul = 128+ceil((time -var(13))*6.4),128+ceil((time -var(13))*6.4),128+ceil((time -var(13))*6.4)
invertall = 0
color = 256


;-------------------------------------------------------------------------------
[state 22000, カットイン1]
type = explod
trigger1 = time < 15
anim = 22010
ID = 22010
postype = back
pos = time*5,125
scale = 0.5,0.5
ownpal = 1
sprpriority = 0
facing = 1
;removetime = 14
ignorehitpause = 1
supermovetime = 1000
pausemovetime = 1000

[state 22000, カットイン2]
type = explod
trigger1 = time >= 15
trigger1 = time <= 35
anim = 22010
ID = 22011
postype = back
pos = 75,125
scale = 0.5,0.5
ownpal = 1
sprpriority = 0
facing = 1
;removetime = 20
ignorehitpause = 1
supermovetime = 1000
pausemovetime = 1000

[state 22000, カットイン3]
type = explod
trigger1 = time > 35
anim = 22010
ID = 22010
postype = back
pos = 75+(time -35)*4,125
scale = 0.5,0.5
ownpal = 1
sprpriority = 0
facing = 1
;removetime = 25
ignorehitpause = 1
supermovetime = 1000
pausemovetime = 1000
trans = addalpha
alpha = 256-ceil((time -35)*10.35),ceil((time -35)*10.35)
;-------------------------------------------------------------------------------

[state 22000, 消す]
type = destroyself
trigger1 = time = var(13)+20



;===============================================================================
;スペカ名表示
;===============================================================================
[statedef 22001]
type = A
movetype = I
physics = N
anim = 22100
ctrl = 0
sprpriority = 10

;スペカのアニメ指定の変数設定---------------------------------

;システムカード-----------------------------------
[state 22001, 霊撃札]
type = varset
triggerall = time = 0
trigger1 = root,stateno = 1020
var(14) = 1

[state 22001, ]
type = varset
triggerall = time = 0
trigger1 = root,stateno = [3000,3095]
var(14) = floor(log(2,(root,var(20))))+19


;スペルカード-------------------------------------
[state 22001, 恋の埋火]
type = varset
triggerall = time = 0
trigger1 = root,stateno = 2000
trigger2 = root,stateno = 2001
var(14) = 2

[state 22001, 先祖撒き]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2060
var(14) = 3

[state 22001, 夢枕にご先祖総立ち]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2070
var(14) = 4

[state 22001, パラノイア/クレンボーエクスポージャー]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2030 || root,stateno = 2035
var(14) = ifelse((root,var(8) & (1023)) / (1) = 0,5,16)

[state 22001, サブタレイニアンローズ/ローズ地獄]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2010
var(14) = ifelse((root,var(8) & (1023)) / (1) = 0,6,13)

[state 22001, 嫌われ者のフィロソフィ]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2020
var(14) = 7

[state 22001, DNAの瑕]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2040 || root,stateno = 2180
var(14) = 8

[state 22001, 没我の愛]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2050 || root,stateno = 2055
var(14) = 9

[state 22001, 胎児の夢]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2080 || root,stateno = 2160
var(14) = 10

[state 22001, イドの解放]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2100
var(14) = 11

[state 22001, スーパーエゴ]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2120
var(14) = 12

[state 22001, 妖怪ポリグラフ]
type = varset
trigger1 = time = 0
trigger1 = (root,stateno = 2130) || (root,stateno = 2135)
var(14) = 14

[state 22001, 無意識の遺伝子]
type = varset
trigger1 = time = 0
trigger1 = (root,stateno = 2140) || (root,stateno = 2145)
var(14) = 15

[state 22001, EX三姉妹]
type = varset
trigger1 = time = 0
trigger1 = root,stateno = 2200
var(14) = 17


;-------------------------------------------------------------

[state 22001, ]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;スペカの背景-------------------------------------------------------------------
[state 22001, BG]
type = explod
trigger1 = time < 30
anim = 22100
ID = 22100
ownpal = 1
pos = Ifelse(teamside = 1,0,320),187
postype = left
scale = (1.25-0.025*time)*Ifelse(teamside = 1,1,-1),1.25-0.025*time
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

[state 22001, BG]
type = explod
trigger1 = time >= 30
trigger1 = time <= 60
anim = 22100
ID = 22100
ownpal = 1
pos = Ifelse(teamside = 1,0,320),187-ceil(7*ifelse(time >= 40, time -40, 0))
postype = left
scale = 0.5*Ifelse(teamside = 1,1,-1),0.5
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

[state 22001, BG]
type = explod
trigger1 = time > 60
trigger1 = time <= 180
anim = 22100
ID = 22100
ownpal = 1
pos = Ifelse(teamside = 1,0,320)-4*Ifelse(teamside = 1,1,-1)*ifelse(time >= 145, time -145, 0),47
postype = left
scale = 0.5*Ifelse(teamside = 1,1,-1),0.5
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

;スペカ-------------------------------------------------------------------------
;p1-----------------------------------------------------
[state 22001, スペカ]
type = explod
triggerall = teamside = 1
trigger1 = time < 30
anim = 22100+var(14)
ID = 22100
ownpal = 1
pos = 0,187
postype = left
scale = (1.25-0.025*time),1.25-0.025*time
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

[state 22001, スペカ]
type = explod
triggerall = teamside = 1
trigger1 = time >= 30
trigger1 = time <= 60
anim = 22100+var(14)
ID = 22100
ownpal = 1
pos = 0,187-ceil(7*ifelse(time >= 40, time -40, 0))
postype = left
scale = 0.5,0.5
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

[state 22001, スペカ]
type = explod
triggerall = teamside = 1
trigger1 = time > 60
trigger1 = time <= 180
anim = 22100+var(14)
ID = 22100
ownpal = 1
pos = -4*ifelse(time >= 145, time -145, 0),47
postype = left
scale = 0.5,0.5
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

;p2-----------------------------------------------------
[state 22001, スペカ]
type = explod
triggerall = teamside = 2
trigger1 = time < 30
anim = 22150+var(14)
ID = 22100
ownpal = 1
pos = 0,187
postype = right
scale = 1.25-0.025*time,1.25-0.025*time
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

[state 22001, スペカ]
type = explod
triggerall = teamside = 2
trigger1 = time >= 30
trigger1 = time <= 60
anim = 22150+var(14)
ID = 22100
ownpal = 1
pos = 0,187-ceil(7*ifelse(time >= 40, time -40, 0))
postype = right
scale = 0.5,0.5
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

[state 22001, スペカ]
type = explod
triggerall = teamside = 2
trigger1 = time > 60
trigger1 = time <= 180
anim = 22150+var(14)
ID = 22100
ownpal = 1
pos = 4*ifelse(time >= 145, time -145, 0),47
postype = right
scale = 0.5,0.5
sprpriority = 10
ignorehitpause = 1
persistent = 1
removetime = 1
supermovetime = 1000
pausemovetime = 1000

[state 22001, ]
type = destroyself
trigger1 = time = 180




;===============================================================================
;===============================================================================
;システムカード他汎用
;===============================================================================
;===============================================================================
[statedef 13000]
type = A
movetype = I
physics = N
anim = 20100
ctrl = 0

[state 13000, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state 13000, ]
type = trans
trigger1 = 1
trans = addalpha
alpha = 0,256

[state 13000, ]
type = bindtoroot
trigger1 = 1
pos = 0,0

[state 13000, ]
type = turn
trigger1 = root,facing != facing

[state 13000, ]
type = destroyself
trigger1 = roundstate = 4
;triggerall = time > 0
;trigger1 = (root,var(14) & (1)) != (1) ;マジックポーション
;trigger1 = (root,var(14) & (1024)) != (1024);特注の日傘
;trigger1 = (root,var(14) & (2048)) != (2048) ;伊吹瓢
;trigger1 = (root,var(14) & (65536)) != (65536) ;病気平癒守
;trigger1 = root,stateno != 420

;システムカード-----------------------------------------------------------------
[state 13000,オーラ下]
type = helper
triggerall = time%16 = 0
trigger1 = (root,var(14) & (1)) = (1) ;マジックポーション
trigger2 = (root,var(14) & (2048)) = (2048) ;伊吹瓢
trigger3 = (root,var(14) & (65536)) = (65536) ;病気平癒守
name = "aora_under"
stateno = 13001
ID = 13001
pos = 0,0
ownpal = 1
ignorehitpause = 1

[state 13000, オーラ上]
type = projectile
triggerall = (time)%16 = 0
trigger1 = (root,var(14) & (1)) = (1) ;マジックポーション
trigger2 = (root,var(14) & (2048)) = (2048) ;伊吹瓢
trigger3 = (root,var(14) & (65536)) = (65536) ;病気平癒守
projID = 13001
projanim = 20101+ifelse((root,var(14) & (2048)) = (2048), 4, 0)+ifelse((root,var(14) & (65536)) = (65536), 2, 0)
projscale = 0.5,0.5
projremovetime = 42
velocity = 0,-4
offset = 0,0
projsprpriority = 5
ignorehitpause = 1

[state 13000,オーラ下]
type = helper
trigger1 = root,anim = 420
trigger1 = root,animelem = 5
trigger1 = numhelper(11041) = 1
name = "aora_under"
stateno = 13001
ID = 13001
pos = 0,0
ownpal = 1
ignorehitpause = 1

[state 13000, オーラ上]
type = projectile
trigger1 = root,anim = 420
trigger1 = root,animelem = 5
trigger1 = numhelper(11041) = 1
projID = 13001
projanim = 20103
projscale = 0.5,0.5
projremovetime = 42
velocity = 0,-4
offset = 0,0
projsprpriority = 5
ignorehitpause = 1



;スペルカード-------------------------------------------------------------------
;ローズ地獄---------------------------------------
[state 13000, スイッチ]
type = varset
trigger1 = (root,var(8) & (1023)) / (1) > 0
var(1) = 1

[state 13000, スイッチ]
type = varset
trigger1 = (root,var(8) & (1023)) / (1) = 0
var(1) = 0

[state 13000, 効果時間]
type = varset
trigger1 = var(1) = 1
trigger1 = root,stateno = 2010
trigger1 = root,animelem = 6
var(8) = 2700

[state 13000, 時間減少]
type = varadd
trigger1 = var(8) > 0
var(8) = -1

[state 13000, 終了とともに技終了]
type = varset
trigger1 = var(8) <= 0
trigger2 = roundstate = 4
var(8) = 0

[state 13000, 花弁1]
type = helper
trigger1 = var(8) > 0
trigger1 = var(8)%40 = 0
name = "hanabira"
stateno = 13100
ID = 13100
postype = back
pos = 64,-280
ownpal = 1
ignorehitpause = 1

[state 13000, 花弁2]
type = helper
trigger1 = var(8) > 0
trigger1 = var(8)%40 = 20
name = "hanabira"
stateno = 13100
ID = 13100
postype = back
pos = 128,-280
ownpal = 1
ignorehitpause = 1

[state 13000, 花弁3]
type = helper
trigger1 = var(8) > 0
trigger1 = var(8)%40 = 0
name = "hanabira"
stateno = 13100
ID = 13100
postype = back
pos = 192,-280
ownpal = 1
ignorehitpause = 1

[state 13000, 花弁4]
type = helper
trigger1 = var(8) > 0
trigger1 = var(8)%40 = 20
name = "hanabira"
stateno = 13100
ID = 13100
postype = back
pos = 256,-280
ownpal = 1
ignorehitpause = 1



;イドの解放---------------------------------------
[state 13000, バリバリ]
type = projectile
trigger1 = (root,var(8) & (1023)) / (1) > 0
trigger1 = ((root,var(8) & (1023)) / (1))%40 = 0
trigger1 = root,stateno != 2080
trigger1 = root,stateno != 2165
trigger1 = root,stateno != 2168
trigger1 = root,stateno != 2205
projID = 12100
projanim = 12101
projscale = 0.8,0.8
projremovetime = 8
velocity = 0,0
offset = 0,-50
projsprpriority = 7



;ＤＮＡの瑕（イド解放中）-------------------------
[state 13000, スイッチ]
type = null;varset
trigger1 = root,stateno = 2180
trigger1 = root,animelem = 4
var(10) = 1

[state 13000, 時間測定]
type = varadd
trigger1 = root,var(27) = 1
var(11) = 1

[state 13000, スイッチリセット]
type = parentvarset
trigger1 = var(11) > 1200
var(27) = 0

[state 13000, スイッチリセット]
type = varset
trigger1 = root,var(27) = 0
var(11) = 0

[state 2180, DNA出す基準ヘルパー0]
type = helper
trigger1 = var(11) = 1
name = "dna_kijun"
stateno = 12180
pos = 0,25 ;画面左下
postype = back
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 5

[state 2180, DNA出す基準ヘルパー1]
type = helper
trigger1 = var(11) = 180
name = "dna_kijun"
stateno = 12180
pos = 0,25 ;画面左下
postype = back
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 10

[state 2180, DNA出す基準ヘルパー2]
type = helper
trigger1 = var(11) = 360
name = "dna_kijun"
stateno = 12180
pos = 0,25 ;画面左下
postype = back
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 20

[state 2180, DNA出す基準ヘルパー3]
type = helper
trigger1 = var(11) = 540
name = "dna_kijun"
stateno = 12180
pos = 0,25 ;画面左下
postype = back
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 30

[state 2180, DNA出す基準ヘルパー4]
type = null;helper
trigger1 = var(11) = 720
name = "dna_kijun"
stateno = 12180
pos = 0,25 ;画面左下
postype = back
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 40



;===============================================================================
;===============================================================================
;===============================================================================
;===============================================================================



;===============================================================================
;オーラ下
[statedef 13001]
type = A
movetype = I
physics = N
anim = 20100
ctrl = 0
sprpriority = 5

[state 13001, ]
type = changeanim
trigger1 = time = 0
trigger1 = (root,var(14) & (2048)) = (2048)
value = 20104

[state 13001, ]
type = changeanim
trigger1 = time = 0
trigger1 = (root,var(14) & (65536)) = (65536)
trigger2 = root,stateno = 420
value = 20102

[state 13001, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 13000, ]
type = posset
trigger1 = time = 0
y = 0

[state 13000, ]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*16),256

[state 13000, ]
type = angledraw
trigger1 = time >= 0
scale = 1+time*0.08,0.25+time*0.08

[state 13000, ]
type = destroyself
trigger1 = time = 16
trigger2 = numhelper(13000) = 0



;===============================================================================
;カード使用
[statedef 13002]
type = A
movetype = I
physics = N
anim = 20107
ctrl = 0
sprpriority = 5

[state 13002, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 13002, ]
type = angledraw
trigger1 =root,stateno != 3060
trigger1 = time <= 10
scale = 2-time*0.2,2-time*0.2

[state 13002, ]
type = trans
trigger1 =root,stateno != 3060
trigger1 = time <= 10
trans = addalpha
alpha = 256-ceil(time*25),256

[state 13002, ]
type = changeanim
trigger1 =root,stateno != 3060
trigger1 = time = 10
value = 20106

[state 13002, ]
type = angleadd
trigger1 =root,stateno != 3060
trigger1 = time > 10
value = 15

[state 13002, ]
type = angledraw
trigger1 =root,stateno != 3060
trigger1 = time > 10
scale = 0.05+(time -10)*0.2,0.05+(time -10)*0.2

[state 13002, ]
type = trans
trigger1 =root,stateno != 3060
trigger1 = time > 10
trans = addalpha
alpha = 256-ceil((time -10)*13),256

[state 13002, ]
type = destroyself
trigger1 =root,stateno != 3060
trigger1 = time = 30

;---------------------------------------
[state 13002, ]
type = changeanim
trigger1 =root,stateno = 3060
trigger1 = time = 0
value = 20110

[state 13002, ]
type = angleadd
trigger1 =root,stateno = 3060
trigger1 = 1
value = 15

[state 13002, ]
type = angledraw
trigger1 =root,stateno = 3060
trigger1 = time > 0
scale = 0.05+(time)*0.2,0.05+(time)*0.2

[state 13002, ]
type = trans
trigger1 =root,stateno = 3060
trigger1 = time > 0
trans = addalpha
alpha = 256-ceil((time)*13),256

[state 13002, ]
type = destroyself
trigger1 =root,stateno = 3060
trigger1 = time = 20


;===============================================================================
;レベル表示
[statedef 13003]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 5

[state 13003, ]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 13003, ]
type = velset
trigger1 = time = 0
y = -3

[state 13003, ]
type = velset
trigger1 = time = 10
y = -0.5

[state 13003, ]
type = trans
trigger1 = time >= 65
trans = addalpha
alpha = 256-ceil((time -60)*17),256

[state 13003, level 1]
type = changeanim
triggerall = time = 0
trigger1 = ((root,var(14) & (4)) = (4)) & (root,stateno = 3015) ;身代わり人形
trigger2 = ((root,var(14) & (64)) = (64)) & (root,stateno = 3020) ;グリモワール
trigger3 = ((root,var(14) & (4096)) = (4096)) & (root,stateno = 3045) ;天狗団扇
trigger4 = ((root,var(14) & (262144)) = (262144)) & (root,stateno = 3085) ;制御棒
trigger5 = ((root,var(14) & (4194304)) = (4194304)) & (root,stateno = 3090) ;三粒の天滴
value = 22230

[state 13003, level 2]
type = changeanim
triggerall = time = 0
trigger1 = ((root,var(14) & (8)) = (8)) & (root,stateno = 3015)
trigger2 = ((root,var(14) & (128)) = (128)) & (root,stateno = 3020)
trigger3 = ((root,var(14) & (8192)) = (8192)) & (root,stateno = 3045)
trigger4 = ((root,var(14) & (524288)) = (524288)) & (root,stateno = 3085)
trigger5 = ((root,var(14) & (8388608)) = (8388608)) & (root,stateno = 3090)
value = 22231

[state 13003, level 3]
type = changeanim
triggerall = time = 0
trigger1 = ((root,var(14) & (16)) = (16)) & (root,stateno = 3015)
trigger2 = ((root,var(14) & (256)) = (256)) & (root,stateno = 3020)
trigger3 = ((root,var(14) & (16384)) = (16384)) & (root,stateno = 3045)
trigger4 = ((root,var(14) & (1048576)) = (1048576)) & (root,stateno = 3085)
value = 22232

[state 13003, level max]
type = changeanim
triggerall = time = 0
trigger1 = ((root,var(14) & (32)) = (32)) & (root,stateno = 3015)
trigger2 = ((root,var(14) & (512)) = (512)) & (root,stateno = 3020)
trigger3 = ((root,var(14) & (32768)) = (32768)) & (root,stateno = 3045)
trigger4 = ((root,var(14) & (2097152)) = (2097152)) & (root,stateno = 3085)
value = 22233

[state 13003, invincible]
type = changeanim
triggerall = time = 0
trigger1 = (root,var(14) & (16777216)) = (16777216)
trigger2 = (root,var(14) & (33554432)) = (33554432)
trigger3 = (root,var(14) & (67108864)) = (67108864)
value = 22234

[state 13003, ]
type = destroyself
trigger1 = time = 80




;===============================================================================
;回避結界effect
;===============================================================================
[statedef 13010]
type = A
movetype = I
physics = N
anim = 20110
ctrl = 0

[state 13010, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 13010, ]
type = angleadd
trigger1 = 1
value = 15

[state 13010, ]
type = angledraw
trigger1 = 1
scale = 1.5+time*0.04,1.5+time*0.04

[state 13010, ]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*13),256

[state 13010, ]
type = destroyself
trigger1 = time = 20

;-------------------------------------------------------------
;変数等の設定
[state 13010, 回避結界]
type = parentvarset
trigger1 = time = 0
var(14) = (root,var(14) | (1073741824))
ignorehitpause = 1

[state 13010, 回避結界]
type = null;parentvaradd
trigger1 = time = 0
var(18) = 1
ignorehitpause = 1

[state 13010, 回避結界]
type = playsnd
trigger1 = time = 0
value = 2,2

[state 13010, 時間設定1]
type = parentvarset
trigger1 = time = 0
trigger1 = root,var(18) = 0
var(19) = 960
ignorehitpause = 1

[state 13010, 時間設定2]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(18) = 1
var(19) = 960+floor((-255*root,var(19))/960)
ignorehitpause = 1

[state 13010, 時間設定3]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(18) = 2
var(19) = 1665+floor((-225*root,var(19)-960*480)/705)
ignorehitpause = 1

[state 13010, 時間設定4]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(18) = 3
var(19) = 2145+floor((-195*root,var(19)-1665*285)/480)
ignorehitpause = 1

[state 13010, 時間設定5]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(18) = 4
var(19) = 2430+floor((-90*root,var(19)-2145*195)/285)
ignorehitpause = 1



;===============================================================================
;霊力ゲージ
;===============================================================================
;[statedef 20000]
;type = A
;movetype = I
;physics = N
;anim = 20001
;ctrl = 0

;[state 20000, 影消し]
;type = assertspecial
;trigger1 = 1
;flag = noshadow

;[state 20000, 枠表示]
;type = explod
;trigger1 = roundstate > 0
;trigger1 = numexplod(20000) = 0
;anim = 20000
;ID = 20000
;postype = back
;pos = 80+var(12),235
;scale = 0.5,0.5
;ownpal = 1
;sprpriority = 40
;facing = Ifelse(teamside = 1,1,-1)
;removetime = -1
;bindtime = -1
;ignorehitpause = 1














;===============================================================================
;===============================================================================
;===============================================================================
;相手のステート参照
;===============================================================================
;===============================================================================
;===============================================================================
;受け身可能のステート
[statedef 6000];ヒット直後
type = A
movetype = H
physics = N
velset = 0,0

[state 6000, 相手のアニメ変更]
type = changeanim2
trigger1 = 1
value = 6000

[state 6000, ステート変更]
type = changestate
trigger1 = hitshakeover = 1
value = 6001



;-----------------------------------------------------
;吹き飛び
[statedef 6001]
type = A
movetype = H
physics = N

[state 6001, 吹き飛び速度]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6001, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6001, 画面スクロール]
type = screenbound
triggerall = pos y < -15
trigger1 = backedgebodydist < 65
trigger2 = frontedgebodydist < 65
value = 1 ;相手を追わない
movecamera = 0,1 ;縦方向のみ相手を追う

[state 6001, ステート変更]
type = changestate
triggerall = pos y < -15
trigger1 = backedgebodydist <= 20
trigger2 = frontedgebodydist <= 20
value = 6002

[state 6001, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100



;-----------------------------------------------------
;壁に激突時
[statedef 6002]
type = A
movetype = H
physics = N

[state 6002, 振り返り]
type = turn
trigger1 = (time = 0) && (frontedgebodydist <= 30)

[state 6002, 軸位置移動]
type = posadd
trigger1 = time = 0
x = 15 - backedgebodydist

[state 6002, 座標固定]
type = posfreeze
trigger1 = 1
value = 1

[state 6002, 画面スクロール]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 6002, 壁激突effect]
type = explod
trigger1 = time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[state 6002, 相手のアニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6002

[state 6002, 音を鳴らす]
type =playsnd
trigger1 = time = 0
value = F7,0

[state 6002, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 6003



;-----------------------------------------------------
;壁バウンド
[statedef 6003]
type = A
movetype = H
physics = N

[state 6003, 無敵]
type = nothitby
trigger1 = 1
value = , AT

[state 6003, 移動速度]
type = velset
trigger1 = time = 0
x = 1.6
y = -6

[state 6003, 振り返り]
type = turn
trigger1 = (time = 0) && (backedgedist < 30)

[state 6003, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6003, 回転]
type = angleadd
trigger1 = 1
value = 25

[state 6003, 回転実行]
type = angledraw
trigger1 = 1

[state 6003, 落下状態]
type = hitfallset
trigger1 = 1
value = 1

[state 6003, 受け身可能]
type = selfstate
trigger1 = command = "recovery"
trigger1 = time > 20
value = 5210

[state 6003, アニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6003

[state 6003, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= -10)
value = 5100



;-----------------------------------------------------
;たたきつけ
[statedef 6004]
type = A
movetype = H
physics = N

[state 6004, 無敵]
type = nothitby
trigger1 = 1
value = , AT

[state 6004, 速度]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6004, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6004, 回転]
type = angleadd
trigger1 = 1
value = 25

[state 6004, 回転実行]
type = angledraw
trigger1 = 1

[state 6004, 受け身可能]
type = selfstate
trigger1 = command = "recovery"
trigger1 = time > 40
value = 5210

[state 6004, アニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6003

[state 6004, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= -10)
value = 5100



;-----------------------------------------------------
;突き落とし
[statedef 6005]
type = A
movetype = H
physics = N

[state 6005, 無敵]
type = nothitby
trigger1 = 1
value = , AT

[state 6005, 速度]
type = velset
trigger1 = time = 0
x = -1
y = 8

[state 6005, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6005, 床に激突]
type = changestate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 6004




;===============================================================================
;受け身不可能のステート
[statedef 6010];ヒット直後
type = A
movetype = H
physics = N
velset = 0,0

[state 6010, 相手のアニメ変更]
type = changeanim2
trigger1 = 1
value = 6000

[state 6010, ステート変更]
type = changestate
trigger1 = hitshakeover = 1
value = 6011



;-----------------------------------------------------
;吹き飛び
[statedef 6011]
type = A
movetype = H
physics = N

[state 6011, 吹き飛び速度]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6011, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6011, 画面スクロール]
type = screenbound
triggerall = pos y < -15
trigger1 = backedgebodydist < 65
trigger2 = frontedgebodydist < 65
value = 1 ;相手を追わない
movecamera = 0,1 ;縦方向のみ相手を追う

[state 6011, ステート変更]
type = changestate
triggerall = pos y < -15
trigger1 = backedgebodydist <= 20
trigger2 = frontedgebodydist <= 20
value = 6012

[state 6011, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100



;-----------------------------------------------------
;壁に激突時
[statedef 6012]
type = A
movetype = H
physics = N

[state 6012, 振り返り]
type = turn
trigger1 = (time = 0) && (frontedgebodydist <= 30)

[state 6012, 軸位置移動]
type = posadd
trigger1 = time = 0
x = 15 - backedgebodydist

[state 6012, 座標固定]
type = posfreeze
trigger1 = 1
;value = 1
x = 1
y = 1

[state 6012, 画面スクロール]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 6012, 壁激突effect]
type = explod
trigger1 = time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[state 6012, 相手のアニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6002

[state 6012, 音を鳴らす]
type = playsnd
trigger1 = time = 0
value = F7,0

[state 6012, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 6013



;-----------------------------------------------------
;壁バウンド
[statedef 6013]
type = A
movetype = H
physics = N

[state 6013, 無敵]
type = nothitby
trigger1 = 1
value = , AT

[state 6013, 移動速度]
type = velset
trigger1 = time = 0
x = 1.6
y = -8

[state 6013, 振り返り]
type = turn
trigger1 = (time = 0) && (backedgedist < 30)

[state 6013, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6013, 回転]
type = angleadd
trigger1 = 1
value = 25

[state 6013, 回転実行]
type = angledraw
trigger1 = 1

[state 6013, 落下状態]
type = hitfallset
trigger1 = 1
value = 1

[state 6013, アニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6003

[state 6013, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= -10)
value = 5100



;-----------------------------------------------------
;たたきつけ
[statedef 6014]
type = A
movetype = H
physics = N

[state 6014, 無敵]
type = nothitby
trigger1 = 1
value = , AT

[state 6014, 速度]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6014, 床からの跳ね返り]
type = velset
trigger1 = prevstateno = 6015
trigger1 = time = 0
x = -1.6
y = -6.6

[state 6014, 衝突音]
type = playsnd
trigger1 = prevstateno = 6015
trigger1 = time = 0
value = F7,1

[state 6014, 速度加算（重力）]
type = veladd
trigger1 = 1
value = 0.45

[state 6014, 回転]
type = angleadd
trigger1 = 1
value = 25

[state 6014, 回転実行]
type = angledraw
trigger1 = 1

[state 6014, アニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6003

[state 6014, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= -10)
value = 5100



;-----------------------------------------------------
;突き落とし
[statedef 6015]
type = A
movetype = H
physics = N

[state 6015, 無敵]
type = nothitby
trigger1 = 1
value = , AT

[state 6015, 速度]
type = velset
trigger1 = time = 0
x = 1
y = 1

[state 6015, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6015, アニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6005

[state 6015, 床に激突]
type = changestate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 6014



;===============================================================================
;上ぶっ飛び
[statedef 6030]
type = A
movetype = H
physics = N
velset = 0,0

[state 6030, 相手の特定の攻撃属性無効]
type = nothitby
trigger1 = 1
value = SCA

[state 6030, カメラ固定]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[state 6030, 食らい中の速度]
type = hitvelset
trigger1 = time = 0
y = 1

[state 6030, 速度]
type = velset
trigger1 = time = 0
x = 0

[state 6030, 重力]
type = veladd
trigger1 = 1
y = 0.3

[state 6030, 回転]
type = angleadd
trigger1 = 1
value = 25

[state 6030, 回転実行]
type = angledraw
trigger1 = 1

[state 6030 , アニメ変更]
type = changeanim2
trigger1 = time = 0
value = 6003

[state 6030, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= -10)
value = 5100



;===============================================================================
;システムカード・左扇（通常ヒット時）
[statedef 6040]
type = A
movetype = H
physics = N
velset = 0,0

[state 6040, アニメ変更]
type = changeanim2
trigger1 = 1
value = 6000

[state 6040, 吹き飛びに移行]
type = changestate
trigger1 = hitshakeover = 1
value = 6041



;-----------------------------------------------------
;吹き飛び
[statedef 6041]
type = A
movetype = H
physics = N

[state 6041, 吹き飛び速度]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6041, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6041, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[state 6041, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100



;-------------------------------------------------------------------------------
;システムカード・左扇（ガード時）
[statedef 6045]
type = S
movetype = H
physics = S
vel = 0,0

[state 6045, 空中時ステート変更]
type = null;changestate
trigger1 = statetype = A
value = 6047

[state 6045, アニメ変更]
type = changeanim2
trigger1 = 1
value = 5300

[state 6045, ステート変更]
type = changestate
trigger1 = hitshakeover = 1
value = 6046



;-------------------------------------------------
;ピヨリ中
[statedef 6046]
type = S
movetype = H
physics = S

[state 6046, ステートを戻す]
type = selfstate
trigger1 = time >= 60
value = 0
ctrl = 1



;-------------------------------------------------
;システムカード・左扇（空中ガード時）
[statedef 6047]
type = A
movetype = H
physics = N
vel = 0,0

[state 6047, アニメ変更]
type = changeanim2
trigger1 = 1
value = 6000

[state 6047, 吹き飛びに移行]
type = changestate
trigger1 = hitshakeover = 1
value = 6048



;-----------------------------------------------------
;吹き飛び
[statedef 6048]
type = A
movetype = H
physics = N

[state 6048, 吹き飛び速度]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6048, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6048, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100



;===============================================================================
;システムカード・冷凍カエル
[statedef 6050]
type = A
movetype = H
physics = N
vel = 0,0

[state 6050, アニメ変更]
type = changeanim2
trigger1 = 1
value = 6003

[state 6050, 吹き飛びに移行]
type = changestate
trigger1 = hitshakeover = 1
value = 6051



;-----------------------------------------------------
;吹き飛び
[statedef 6051]
type = A
movetype = H
physics = N

[state 6051, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[state 6051, 回転]
type = angleadd
trigger1 = 1
value = 40

[state 6051, 回転実行]
type = angledraw
trigger1 = 1

[state 6051, 吹き飛び速度]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6051, 速度加算（重力）]
type = veladd
trigger1 = 1
y = 0.45

[state 6051, 相手ステートに戻す]
type = selfstate
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100



;-------------------------------------------------------------------------------
;無意識の遺伝子・突撃（ガード時）
[statedef 6060]
type = S
movetype = H
physics = S
vel = 0,0

[state 6060, アニメ変更]
type = changeanim2
trigger1 = 1
value = 5300

[state 6060, ステート変更]
type = changestate
trigger1 = hitshakeover = 1
value = 6061



;-------------------------------------------------
;ピヨリ中
[statedef 6061]
type = S
movetype = H
physics = S

[state 6061, ステートを戻す]
type = selfstate
trigger1 = time >= 80
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
;胎児の夢（イド時）
[statedef 6070]
type = A
movetype = H
physics = N
anim = 5012

[state 6070, ]
type = changeanim
trigger1 = time < 595
value = 5012
elem = 1

[state 6070, ]
type = velset
trigger1 = 1
x = 0
y = 0

[state 6070, ]
type = playerpush
trigger1 = 1
value = 0

[state 6070, ]
type = nothitby
trigger1 = 1
value = SCA

[state 6070, ]
type = posset
trigger1 = time = 0
y = 0

[state 6070, ]
type = posfreeze
trigger1 = time <= 590
value = 1

[state 6070, ]
type = null;posadd
trigger1 = time = [0,120]
trigger2 = time = [141,260]
trigger3 = time = [281,400]
trigger4 = time = [421,590]
x = ceil(sin(time*90*pi/180)-cos(time*90*pi/180))

;-----------------------------
[state 6070, 細胞]
type = lifeadd
trigger1 = time = [0,120]
value = -ceil(const(data.life)*0.006)
persistent = 6

[state 6070, 魚]
type = lifeadd
trigger1 = time = [141,260]
value = -ceil(const(data.life)*0.007)
persistent = 3

[state 6070, ゼンマイ]
type = lifeadd
trigger1 = time = [281,400]
value = -ceil(const(data.life)*0.008)
persistent = 15

[state 6070, 光]
type = lifeadd
trigger1 = time = [421,540]
value = -ceil(const(data.life)*0.009)
persistent = 10

[state 6070, 光]
type = lifeadd
trigger1 = time = [541,590]
value = -ceil(const(data.life)*0.010)
persistent = 4

;-----------------------------

[state 6070, ]
type = changeanim
trigger1 = time = 595
value = 5110

[state 6070, ]
type = selfstate
trigger1 = time = 600
value = 5100




;-------------------------------------------------------------------------------
;三人娘
[statedef 6080]
type = A
movetype = H
physics = N
anim = 5012

[state 6080, ]
type = palfx
trigger1 = time <= 60
time = 1
mul = 0,0,0
invertall = 0
color = 256

[state 6080, ]
type = changeanim
trigger1 = time < 655;595
value = 5012
elem = 1

[state 6080, ]
type = velset
trigger1 = 1
x = 0
y = 0

[state 6080, ]
type = playerpush
trigger1 = 1
value = 0

[state 6080, ]
type = nothitby
trigger1 = time < 510;450
value = SCA

[state 6080, ]
type = posset
trigger1 = time > 50
x = 0
y = 0


;-----------------------------
[state 6080, バラ]
type = lifeadd
trigger1 = time = [120,210];[60,150]
value = -ceil(const(data.life)*0.012)
persistent = 4

[state 6080, フラン]
type = lifeadd
trigger1 = time = 224;164
trigger2 = time = 425;365
value = -ceil(const(data.life)*0.015)

[state 6080, フラン]
type = lifeadd
trigger1 = time = [295,415];[235,355]
value = -ceil(const(data.life)*0.015)
persistent = 8

;-----------------------------







