;=========================================================================================================================================================
; 通常攻撃技
;=========================================================================================================================================================
;A
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 2
;facep2 = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 3
attr = S, NA 
damage = ceil(fvar(10)*30), 0
getpower = 50,25
animtype = light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 9, 8
sparkno = -1;S20060
sparkxy = -1;-30, -54
hitsound = S0, 0
guardsound = S2, 0
ground.type = High
ground.slidetime = 2
ground.hittime  = 16
air.hittime = 16
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-1
guard.ctrltime = 14
airguard.velocity = -1,-1
;air.type = High

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(20*fvar(10)),0)

[state 200, 補正]
type = null;varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.93
ignorehitpause = 1
persistent = 0

[state 200, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 200
anim = 20060
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===============================================================================
;AA
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
;facep2 = 1

[State 201, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 0

[State 201, ヒット定義]
type = HitDef
trigger1 = animelem = 3
attr = S, NA 
damage = ceil(fvar(10)*30), 0
getpower = 50,25
animtype = light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 9, 8
sparkno = -1;S20060
sparkxy = -1;-30, -54
hitsound = S0, 0
guardsound = S2, 0
ground.type = High
ground.slidetime = 2
ground.hittime  = 16
air.hittime = 16
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-1
guard.ctrltime = 14
airguard.velocity = -1,-1
;air.type = High

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(20*fvar(10)),0)

[state 201, 補正]
type = null;varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.93
ignorehitpause = 1
persistent = 0

[state 201, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 201
anim = 20060
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 201, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===============================================================================
;AAA
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 20
sprpriority = 2
;facep2 = 1

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 1

[State 210, 移動]
type = veladd
trigger1 = animelem = 2
x = 4

[State 210, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage = ceil(fvar(10)*50), 0
getpower = 100,50
animtype = midle
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = -1;S20065
sparkxy = -1;-20, -15
hitsound = S0, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 24
air.hittime = 24
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-1
guard.ctrltime = 23
airguard.velocity = -1,-1
ground.cornerpush.veloff = -3
guard.conerpush.veloff = -3
;air.type = High

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(50*fvar(10)),0)

[state 210, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.90
ignorehitpause = 1
persistent = 0

[state 210, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 210
anim = 20065
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===============================================================================
;AAAA
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = 20
sprpriority = 2
;facep2 = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 1, 2

[State 220, 移動]
type = veladd
trigger1 = animelem = 4
x = 4

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage = ceil(fvar(10)*100), 0
getpower = 150,75
animtype = hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = -1;S20070
sparkxy = -1;-10, -58
hitsound = S0, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
air.hittime = 20
ground.velocity = -3
guard.velocity = -2
air.velocity = -3,-1
guard.ctrltime = 15
airguard.velocity = -2,-1
;air.type = High
ground.cornerpush.veloff = 2
guard.conerpush.veloff = 3
ground.cornerpush.veloff = -1
fall = 1
fall.recover = 0

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(100*fvar(10)),0)

[state 220, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.80
ignorehitpause = 1
persistent = 0

[state 220, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 220
anim = 20070
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===============================================================================
;遠A
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 20
sprpriority = 2
;facep2 = 1

[State 211, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 1

[State 211, 移動]
type = veladd
trigger1 = animelem = 2
x = 4

[State 211, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage = ceil(fvar(10)*40), 0
getpower = 100,50
animtype = midle
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 13, 12
sparkno = -1;S20065
sparkxy = -1;-20, -15
hitsound = S0, 1
guardsound = S2, 0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 25
air.hittime = 25
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-1
guard.ctrltime = 20
airguard.velocity = -1,-1
;air.type = High

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(40*fvar(10)),0)

[state 211, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.88
ignorehitpause = 1
persistent = 0

[state 211, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 211
anim = 20065
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 211, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===============================================================================
;4A
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
;facep2 = 1

[State 202, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 0

[State 202, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage = ceil(fvar(10)*30), 0
getpower = 50,25
animtype = light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 9, 8
sparkno = -1;S20060
sparkxy = -1;-30, -54
hitsound = S0, 0
guardsound = S2, 0
ground.type = High
ground.slidetime = 2
ground.hittime  = 16
air.hittime = 16
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-1
guard.ctrltime = 14
airguard.velocity = -1,-1
;air.type = High

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(10*fvar(10)),0)

[state 202, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.93
ignorehitpause = 1
persistent = 0

[state 202, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 202
anim = 20060
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 202, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===============================================================================
;6A
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = 20
sprpriority = 2
;facep2 = 1

[State 221, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 1, 2

[State 221, 移動]
type = veladd
trigger1 = animelem = 4
x = 4

[State 221, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage = ceil(fvar(10)*90), 0
getpower = 200,100
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = -1;S20070
sparkxy = -1;-10, -58
hitsound = S0, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
air.hittime = 20
ground.velocity = -6
guard.velocity = -2
air.velocity = -3,-1
ground.ctrltime = 50
guard.ctrltime = 15
airguard.velocity = -2,-1
ground.cornerpush.veloff = -2
;air.type = High
fall = 1
fall.recover = 0

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(80*fvar(10)),0)

[state 221, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.88
ignorehitpause = 1
persistent = 0

[state 221, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 221
anim = 20070
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 221, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===============================================================================
;タメ6A
[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 222
poweradd = 30
sprpriority = 2
;facep2 = 1

[state 222, effect]
type = helper
trigger1 = time = 0
name = "charge_effect"
stateno = 20015
pos = -6,-74
ownpal = 1
ID = 10002

[State 222, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 2

[State 222, 移動]
type = veladd
trigger1 = animelem = 3
x = 6

[State 222, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage = ceil(fvar(10)*110), 0
getpower = 210,105
animtype = hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 7
sparkno = -1;S20070
sparkxy = -1;-10, -58
hitsound = S0, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
air.hittime = 20
ground.velocity = -10,-6
guard.velocity = -5
air.velocity = -10,-6
;ground.ctrltime = 100
guard.ctrltime = 17
airguard.velocity = -5,-5
;air.type = High
fall = 1
;fall.recover = 0
ID = 222

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(100*fvar(10)),0)

[state 222, ステートを奪う]
type = targetstate
trigger1 = movehit
value = 6010
ID = 222
persistent = 0

[state 222, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.80
ignorehitpause = 1
persistent = 0

[state 222, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 222
anim = 20070
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 222, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===============================================================================
;ダッシュ
;===============================================================================
;DA
[statedef 230]
type = S
movetype = A
physics = S
anim = 230
ctrl = 0

[state 230, 速度]
type = veladd
trigger1 = animelem = 2
x = 3

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 0

[state 230,ヒット定義]
type = hitdef
trigger1 = time = 0
attr = S, NA 
damage = ceil(fvar(10)*30), 0
getpower = 50,25
animtype = light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 9, 8
sparkno = -1;S20060
sparkxy = -1;-30, -54
hitsound = S0, 0
guardsound = S2, 0
ground.type = High
ground.slidetime = 2
ground.hittime  = 16
air.hittime = 16
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-1
guard.ctrltime = 14
airguard.velocity = -1,-1
;air.type = High

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(20*fvar(10)),0)

[state 230, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.94
ignorehitpause = 1

[state 230, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 230
anim = 20060
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===============================================================================
;DB
[statedef 235]
type = S
movetype = A
physics = S
anim = 235
ctrl = 0

[state 235, 速度]
type = veladd
trigger1 = animelem = 2
x = 6

[state 235, 速度]
type = veladd
trigger1 = animelem = 5
x = 10

[State 235, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 1, 2

[State 235, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = ceil(fvar(10)*60),0
getpower = 100,50
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 12,11
sparkno = -1;S20065
sparkxy = -1;-10,-3
hitsound   = S0,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 60
guard.ctrltime = 20
ground.velocity = -1,-8
air.velocity = -3,-4
fall = 1
fall.recovertime = 45

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(50*fvar(10)),0)

[state 235, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.90
ignorehitpause = 1
persistent = 0

[state 235, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 235
anim = 20065
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 235, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;===============================================================================
;DC始動
[statedef 240]
type = S
movetype = A
physics = S
anim = 240
ctrl = 0

[state 240, 無敵]
type = nothitby
trigger1 = 1
value = ,AP

[state 240, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 241

;-----------------------------------------------------------
;DC
[statedef 241]
type = A
movetype = A
physics = A
anim = 241
ctrl = 0
velset = 3,-5

[state 241, グレイズ多重化]
type = varset
trigger1 = time = 0
var(3) = stateno

[state 241, グレイズ多重化]
type = changestate
trigger1 = time = 0
value = 119

;[state 241, 速度]
;type = velset
;trigger1 = time = 0
;x = 5,-5

;[state 241, 速度]
;type = veladd
;trigger1 = animelem = 5
;x = 10

[State 241, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 2

[State 241, ヒット定義]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
damage = ceil(fvar(10)*100)
getpower = 200,100
guardflag = HA
priority = 3
pausetime = 12,11
sparkno = -1;S20070
sparkxy = -1;-5,-64
hitsound   = S0,2
guardsound = S2,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 30
air.hittime  = 40
ground.velocity = -4,-4
air.velocity = -3,-4
fall = 1

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*fvar(10)),0)

[state 241, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.80
ignorehitpause = 1
persistent = 0

[state 241, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 241
anim = 20070
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0



;-------------------------------------------------------------------------------
;DC終わり
[statedef 242]
type = A
movetype = I
physics = A
anim = 242
ctrl = 0

[state 242, 適当]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.90
ignorehitpause = 1
persistent = 0



;===============================================================================
;しゃがみ
;===============================================================================
;2A
[Statedef 400]
type    = C
movetype= A
physics = C
;juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 0

[State 400, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA ;しゃがみ通常打撃（Crouching, Normal Attack）
damage    = ceil(fvar(10)*30),0
getpower = 50,25
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 9,8
sparkno = -1;S20060
sparkxy = -1;-10,-12
hitsound   = S0,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -4
air.velocity = -1.5,-3

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(20*fvar(10)),0)

[state 400, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.95
ignorehitpause = 1
persistent = 0

[state 400, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 400
anim = 20060
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）
ctrl = 1



;===============================================================================
;3A
[Statedef 410]
type    = C
movetype= A
physics = C
;juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[state 410, 移動]
type = veladd
trigger1 = time = 7
x = 15

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 1, 2

[State 410, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = ceil(fvar(10)*50),0
getpower = 100,50
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 12,11
sparkno = -1;S20065
sparkxy = -1;-10,-3
hitsound   = S0,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -3,-4
fall = 1
fall.recovertime = 90

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(50*fvar(10)),0)

[state 410, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.80
ignorehitpause = 1
persistent = 0

[state 410, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 410
anim = 20065
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;===============================================================================
;===============================================================================
;ジャンプ
;===============================================================================
;JA
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
;poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, NA 
damage = ceil(fvar(10)*30), 0
getpower = 50,25
animtype = light
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 9, 8
sparkno = -1;S20060
sparkxy = -1;-28, -17
hitsound = S0, 0
guardsound = S2, 0
ground.type = High
ground.slidetime = 2
ground.hittime  = 16
air.hittime = 16
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-1
guard.ctrltime = 14
airguard.velocity = -1,-1
;air.type = High

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(20*fvar(10)),0)

[state 600, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.94
ignorehitpause = 1

[state 600, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 600
anim = 20060
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[State 600, コントロール]
type = CtrlSet
trigger1 = Time = 20
value = 1


;===============================================================================
;J2A
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[state 610, 複数ヒット]
type = varset
trigger1 = time = 0
var(1) = 0

[state 610, 複数ヒット]
type = varadd
trigger1 = time >= 0
trigger1 = movecontact
var(1) = 1

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 1, 1

[state 610, 速度設定1]
type = velset
trigger1 = time = 0
x = 0
y = -2.5

[state 610, 速度設定2]
type = velset
trigger1 = time = 14
x = 1
y = 4

[State 610, ヒット定義]
type = HitDef
trigger1 = var(1) = 0
trigger2 = var(1) = 2
trigger3 = var(1) = 4
attr = A, NA
damage = ceil(fvar(10)*40),0
getpower = 50,25
guardflag = HA
priority = 4
pausetime = 5,8
sparkno = -1;S20060
sparkxy = -1;-10,6
hitsound   = S0,1
guardsound = S2,0
animtype = Med
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -2,-2
ground.cornerpush.veloff = -4

[State 610, ヒット定義]
type = HitDef
trigger1 = var(1) = 6
attr = A, NA
damage = ceil(fvar(10)*40),0
getpower = 50,25
guardflag = HA
priority = 4
pausetime = 5,6
sparkno = -1;S20060
sparkxy = -1;-10,6
hitsound   = S0,1
guardsound = S2,0
animtype = Med
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
air.velocity = -3,-3
ground.cornerpush.veloff = -4

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*fvar(10)),0)

[state 610, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.90
ignorehitpause = 0
;persistent = 0

[state 610, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 610
anim = 20060
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 0
supermovetime = 999
pausemovetime = 999

[state 610, ハート出す]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10610
pos = 12,5
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
ID = 10610

[state 610, ハート出す]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10610
pos = 12,5
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
ID = 10611



;-------------------------------------------------------------------------------
;回転ハート
[statedef 10610]
type = A
movetype = A
physics = N
anim = 11047
ctrl = 0
sprpriority = 5

[state 10610, 座標固定]
type = bindtoroot
trigger1 = ishelper(10610)
pos = 12+10*cos(time*24*pi/180),5-10*cos(time*24*pi/180)

[state 10610, 座標固定]
type = bindtoroot
trigger1 = ishelper(10611)
pos = 12-10*cos(time*24*pi/180),5+10*cos(time*24*pi/180)

[state 10610, 1]
type = sprpriority
trigger1 = ishelper(10610)
trigger1 = sin(time*12*pi/180) > 0
value = 8

[state 10610, 1]
type = sprpriority
trigger1 = ishelper(10610)
trigger1 = sin(time*12*pi/180) < 0
value = 1

[state 10610, 1]
type = sprpriority
trigger1 = ishelper(10611)
trigger1 = sin(time*12*pi/180) > 0
value = 1

[state 10610, 1]
type = sprpriority
trigger1 = ishelper(10611)
trigger1 = sin(time*12*pi/180) < 0
value = 8

[state 10610, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 10610, ヘルパー消去]
type = destroyself
trigger1 = root,stateno != [610,611]


;===============================================================================
;J8A
[Statedef 630]
type    = A
movetype= A
physics = A
;juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 2

[state 630, 速度設定]
type = velset
trigger1 = animelem = 3
x = 1.5
y = -5

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(fvar(10)*50)
getpower = 200,100
guardflag = HA
priority = 3
pausetime = 12,11
sparkno = -1;S20070
sparkxy = -1;-5,-64
hitsound   = S0,2
guardsound = S2,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 30
air.hittime  = 40
ground.velocity = -4
air.velocity = -2,-3

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*fvar(10)),0)

[state 630, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.90
ignorehitpause = 1
persistent = 0

[state 630, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 630
anim = 20070
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0


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

;===============================================================================
;===============================================================================
;霊力消費技
;===============================================================================
;===============================================================================

;===============================================================================
;B射撃
[Statedef 300]
type    = S
movetype= A
physics = S
;juggle  = 5
;poweradd= 65
ctrl = 0
;velset = 0,0
anim = 300
sprpriority = 2

[state 300, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 300, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 45

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 1,3

[state 300, ハート0]
type = helper
trigger1 = animelem = 5
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10300

[state 300, ハート1]
type = helper
trigger1 = animelem = 5
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10301

[state 300, ハート2]
type = helper
trigger1 = animelem = 5
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10302

[state 300, ハート3]
type = helper
trigger1 = animelem = 5
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10303

[state 300, ハート4]
type = helper
trigger1 = animelem = 5
name = "heart"
stateno = 10300
pos = 37,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10304

[state 300, ハート5]
type = helper
trigger1 = animelem = 5
name = "heart"
stateno = 10300
pos = 37,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10305

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===============================================================================
;タメB
[statedef 301]
type = S
movetype = A
physics = S
anim = 301
ctrl = 0

[state 301, 霊力消費]
type = varadd
trigger1 = animelem = 3
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 301, 霊力停止時間]
type = varset
trigger1 = animelem = 3
var(11) = 45

[State 301, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 18
trigger2 = time = 38
value = 1,3

[state 301, effect]
type = helper
trigger1 = time = 0
name = "charge_effect"
stateno = 20015
pos = 3,-60
ownpal = 1
ID = 10002

[state 301, ハート0]
type = helper
trigger1 = time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10300

[state 301, ハート1]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10301

[state 301, ハート2]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10302

[state 301, ハート3]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10303

[state 301, ハート4]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 63,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10304

[state 301, ハート5]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 63,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10305

[State 301, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------
;ハート弾幕
[statedef 10300]
type = A
movetype = A
physics = N
anim = 10300+ifelse(random <= 499,0,1);floor(random*0.002)
ctrl = 0
sprpriority = 5

[state 10300, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 10300, 速度設定0]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10300)
x = 3.5*cos(time*3/4*pi/180) ;3
y = -3.5*sin(time*3/4*pi/180) ;-0.1*time

[state 10300, 速度設定1]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10301)
x = 3.5*cos(time*3/4*pi/180)
y = 3.5*sin(time*3/4*pi/180)

[state 10300, 速度設定2]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10302)
x = 3.5*cos((time*3/4+30)*pi/180) ;4
y = -3.5*sin((time*3/4+30)*pi/180) ;-2.3-0.1*time

[state 10300, 速度設定3]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10303)
x = 3.5*cos((time*3/4-30)*pi/180)
y = 3.5*sin((time*3/4-30)*pi/180)

[state 10300, 速度設定4]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10304)
x = 3.5*cos((time*3/4-30)*pi/180) ;4
y = -3.5*sin((time*3/4-30)*pi/180) ;2.3-0.1*time

[state 10300, 速度設定5]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10305)
x = 3.5*cos((time*3/4+30)*pi/180)
y = 3.5*sin((time*3/4+30)*pi/180)

[state 10300, 角度]
type = angleset
trigger1 = time >= 0
;trigger1 = ishelper(10300)
value = (atan(-vel y/vel x))*180/pi

[state 10300, 角度実行]
type = angledraw
trigger1 = 1

[state 10300, 透過]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 10300, 攻撃設定]
type = hitdef
trigger1 = time = 0
attr = A,NP
damage = ceil((root,fvar(10)*20)*ifelse((root,var(14) & (3932160))/(262144) = 0, 1, 1.1*(log(2,(root,var(14) & (3932160))/(262144) +1)))),0
getpower = 60,30
hitflag = MAFP
guardflag = MA
animtype = medium
priority = 3,hit
pausetime = 7,6
hitsound = S0,4
guardsound = S2,0
sparkno = S20075
sparkxy = 0,0;-10, -58
ground.slidetime = 3
ground.hittime = 15
ground.velocity = -1
guard.hittime = 10
ground.ctrltime = 10
guard.velocity = -2
air.velocity = -2,-1
;givepower = 10,2

[state 12120, ダメージ格納]
type = parentvaradd
triggerall = (root,var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(20*root,fvar(10)),0)
persistent = 0

[state 10300, 補正]
type = parentvarset
trigger1 = movehit = 1
fvar(10) = root,fvar(10)*0.95
ignorehitpause = 1
persistent = 0

[state 10300, 飛び道具だけにあたる]
type = nothitby
trigger1 = 1
value = ,AA,AT

[state 10300, ヘルパーを消す]
type = destroyself
trigger1 = screenpos x < 0
trigger2 = screenpos y < -164
trigger3 = screenpos y > 235
trigger4 = screenpos x > 340
trigger5 = (root,movetype = H) && ((root,var(8) & (1023)) / (1) = 0)
trigger6 = movecontact

[state 10300, エフェクト表示]
type = null;explod
trigger1 = movehit = 1
ID = 10300
anim = 20075
postype = p1
pos = 0,0 ;floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[state 10300, グレイズ有効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) = [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) < 10))
movetype = I

[state 10300, グレイズ無効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) != [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) >= 10))
movetype = A

[state 10300, グレイズ音]
type = playsnd
triggerall = numenemy > 0
triggerall = movetype = I
trigger1 = p2dist x = [-14-(enemynear,const(size.ground.front)), 14+(enemynear,const(size.ground.back))]
trigger1 = p2dist y = [-12, 12-(enemynear,const(size.head.pos.y))]
value = 3, 2

[state 10300, グレイズ]
type = changestate
triggerall = numenemy > 0
triggerall = movetype = I
trigger1 = p2dist x = [-14-(enemynear,const(size.ground.front)), 14+(enemynear,const(size.ground.back))]
trigger1 = p2dist y = [-12, 12-(enemynear,const(size.head.pos.y))]
value = 10302


[state 10300, ヘルパー相殺1]
type = hitoverride
trigger1 = 1
attr = SCA,AP
stateno = 10301
time = -1
;forceair = 1

[statedef 10301];ヘルパー相殺2
type = A
movetype = I
physics = N
anim = 10300
ctrl = 0
sprpriority = 5

[state 10301, ヘルパーを消す2]
type = destroyself
trigger1 = 1


[statedef 10302];グレイズ消滅
type = A
movetype = I
physics = N
ctrl = 0

[state 10302, ]
type = destroyself
trigger1 = 1


;===============================================================================
;C射(地面)
[statedef 310]
type = S
movetype = A
physics = S
anim = 310
ctrl = 0

[state 310, 霊力消費]
type = varadd
trigger1 = animelem = 6
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 310, 霊力停止時間]
type = varset
trigger1 = animelem = 6
var(11) = 60

[state 310, SE]
type = playsnd
trigger1 = animelem = 6
value = 1,3

[state 310, ハート]
type = helper
trigger1 = animelem = 6
name = "rekkauzumibi"
stateno = 10310
pos = 42,-62
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10310

[state 310, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;===============================================================================
;タメC
[statedef 311]
type = S
movetype = A
physics = S
anim = 311
ctrl = 0

[state 311, 霊力消費]
type = varadd
trigger1 = animelem = 3
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 311, 霊力停止時間]
type = varset
trigger1 = animelem = 3
var(11) = 60

[state 311, effect]
type = helper
trigger1 = time = 0
name = "charge_effect"
stateno = 20015
pos = -1,-64
ownpal = 1
ID = 10002

[state 311, SE]
type = playsnd
trigger1 = animelem = 3
value = 1,3

[state 311, ハート1]
type = helper
trigger1 = animelem = 3
name = "rekkauzumibi_tame1"
stateno = 10310
pos = 40,-80
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10311

[state 311, ハート2]
type = helper
trigger1 = animelem = 3
name = "rekkauzumibi_tame2"
stateno = 10310
pos = 40,-20
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10312

[state 311, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
;劣化埋火
[statedef 10310]
type = A
movetype = A
physics = N
anim = 10301
ctrl = 0

[state 10310, 複数ヒット]
type = varset
trigger1 = time = 0
var(1) = 0

[state 10310, 複数ヒット]
type = varadd
trigger1 = time >= 0
trigger1 = movecontact
var(1) = 1

[state 10310, 角度・速度変数保存]
type = varset
trigger1 = time = 0
trigger1 = p2dist x != 0
trigger1 = p2dist x > 0
fvar(0) = atan((-p2dist y - enemy,const(size.mid.pos.y))/(p2dist x))

[state 10310, 角度・速度変数保存]
type = varset
trigger1 = time = 0
trigger1 = p2dist x != 0
trigger1 = p2dist x < 0
fvar(0) = atan((-p2dist y - enemy,const(size.mid.pos.y))/(-p2dist x))

[state 10310, 角度・速度変数保存]
type = varset
trigger1 = time = 0
trigger1 = p2dist x = 0
fvar(0) = ifelse(p2dist y >= 0, -pi/2, pi/2)

[state 10310, 青]
type = projectile
trigger1 = time%6 = 0
projID = 10313
projanim = 10350
projscale = 0.3,0.3
ownpal = 1
projremovetime = 40
velocity = -0.1*cos(fvar(0))-random*0.0005*sin(fvar(0)),-random*0.0005*cos(fvar(0))+0.1*sin(fvar(0))
offset = 0, 0 ;-15*cos(fvar(0))+6*sin(fvar(0)),-6*cos(fvar(0))+15*sin(fvar(0))
projsprpriority = 5

[state 10310, 赤]
type = projectile
trigger1 = time%6 = 3
projID = 10314
projanim = 10351
projscale = 0.3,0.3
ownpal = 1
projremovetime = 40
velocity = -0.1*cos(fvar(0))+random*0.0005*sin(fvar(0)),random*0.0005*cos(fvar(0))+0.1*sin(fvar(0))
offset = 0, 0 ;-15*cos(fvar(0))+6*sin(fvar(0)),6*cos(fvar(0))+15*sin(fvar(0))
projsprpriority = 5

[state 10310, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 10310, 向き]
type = angleset
trigger1 = time = 0
value = fvar(0)*180/pi

[state 10310, 向き]
type = angleset
trigger1 = time > 0
trigger1 = vel x != 0
value = atan(-vel y/vel x)*180/pi+ifelse(vel x <= 0, 180, 0)

[state 10310, 向き]
type = angleset
trigger1 = time > 0
trigger1 = vel x = 0
value = ifelse(vel y <= 0, 90, 270)

[state 10310, 向き実行]
type = angledraw
trigger1 = 1

[state 10310, 速度設定]
type = velset
trigger1 = time = 0
x = 4*cos(fvar(0))
y = -4*sin(fvar(0))

[state 10310, 透過]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 10310, 埋火のヒット定義]
type = hitdef
triggerall = var(1) <= 8
trigger1 = var(1) = 0
trigger2 = var(1)%2 = 0
attr = A,NP
damage = ceil((root,fvar(10)*20)*ifelse((root,var(14) & (3932160))/(262144) = 0, 1, 1.1*(log(2,(root,var(14) & (3932160))/(262144) +1)))),0
getpower = 80,40
;getpower = 15,5
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 4,3
hitsound = S0,4
guardsound = S2,0
sparkno = S20075
sparkxy = 0,0;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 20
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
air.hittime = 20
ground.ctrltime = 20

[state 12120, ダメージ格納]
type = parentvaradd
triggerall = (root,var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(20*root,fvar(10)),0)

[state 10310, 補正]
type = parentvarset
trigger1 = movehit = 1
fvar(10) = root,fvar(10)*0.93
ignorehitpause = 0
;persistent = 0

[state 10310, 当たらない]
type = nothitby
trigger1 = 1
value = ,AA,AT

[state 10310, 当たり]
type = hitoverride
trigger1 = 1
attr = SCA,AP
stateno = 10311
time = -1

[state 10310, 消える]
type = destroyself
trigger1 = screenpos x < 0
trigger2 = screenpos y < -164
trigger3 = screenpos y > 235
trigger4 = screenpos x > 340
trigger5 = var(1) > 8
trigger6 = (root,stateno = [5000,5150]) && ((root,var(8) & (1023)) / (1) = 0)

[state 12000, 速度上下]
type = velset
triggerall = (root,var(8) & (1023)) / (1) != 0
triggerall = var(20) = 0
trigger1 = screenpos y > 240 ;下
trigger1 = vel y > 0
trigger1 = var(20) := var(20) + 1
trigger2 = screenpos y < 0 ;上
trigger2 = vel y < 0
trigger2 = var(20) := var(20) + 1
y = -vel y

[state 12000, 速度左右]
type = velset
triggerall = (root,var(8) & (1023)) / (1) != 0
triggerall = var(20) = 0
trigger1 = screenpos x < 0 ;左
trigger1 = facing = 1
trigger1 = vel x < 0
trigger1 = var(20) := var(20) + 1
trigger2 = screenpos x > 320 ;右
trigger2 = facing = 1
trigger2 = vel x > 0
trigger2 = var(20) := var(20) + 1
trigger3 = screenpos x < 0 ;左
trigger3 = facing = -1
trigger3 = vel x > 0
trigger3 = var(20) := var(20) + 1
trigger4 = screenpos x > 320 ;右
trigger4 = facing = -1
trigger4 = vel x < 0
trigger4 = var(20) := var(20) + 1
x = -vel x

[state 10310, ]
type = playsnd
trigger1 = var(20) = 1
value = 1,3
persistent = 0

[state 12000, 消滅]
type = destroyself
triggerall = (root,var(8) & (1023)) / (1) != 0
triggerall = var(20) = 2
trigger1 = screenpos x < 0
trigger2 = screenpos y < 0
trigger3 = screenpos x > 320
trigger4 = screenpos y > 240

[state 10310, エフェクト表示]
type = null;explod
trigger1 = movehit = 1
ID = 10310
anim = 20075
postype = p1
pos = 0,0 ;floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

[state 10310, グレイズ有効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) = [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) < 10))
movetype = I

[state 10310, グレイズ無効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) != [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) >= 10))
movetype = A

[state 10310, グレイズ音]
type = playsnd
triggerall = numenemy > 0
triggerall = movetype = I
trigger1 = p2dist x = [-14-(enemynear,const(size.ground.front)), 14+(enemynear,const(size.ground.back))]
trigger1 = p2dist y = [-12, 12-(enemynear,const(size.head.pos.y))]
value = 3, 2

[state 10310, グレイズ]
type = changestate
triggerall = numenemy > 0
triggerall = movetype = I
trigger1 = p2dist x = [-14-(enemynear,const(size.ground.front)), 14+(enemynear,const(size.ground.back))]
trigger1 = p2dist y = [-12, 12-(enemynear,const(size.head.pos.y))]
value = 10318


[statedef 10311];当たり後
type = A
movetype = I
physics = N
ctrl = 0

[state 10311, 消える]
type = destroyself
trigger1 = time = 0


[statedef 10318];グレイズ消滅
type = A
movetype = I
physics = N
ctrl = 0

[state 10318, ]
type = destroyself
trigger1 = 1



;===============================================================================
;===============================================================================
;JB
[statedef 700]
type = A
movetype = A
physics = A
anim = 300
ctrl = 0

[state 700, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 700, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 45

[State 700, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 14
value = 1,3

[state 700, ハート0]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10300

[state 700, ハート1]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10301

[state 700, ハート2]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10302

[state 700, ハート3]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10303

[state 700, ハート4]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10300
pos = 63,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10304

[state 700, ハート5]
type = helper
trigger1 = time = 14
name = "heart"
stateno = 10300
pos = 63,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10305

[State 700, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;===============================================================================
;タメJB
[statedef 701]
type = A
movetype = A
physics = A
anim = 301
ctrl = 0

[state 701, 霊力消費]
type = varadd
trigger1 = animelem = 3
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 701, 霊力停止時間]
type = varset
trigger1 = animelem = 3
var(11) = 45

[State 701, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 18
trigger2 = time = 38
value = 1,3

[state 701, effect]
type = helper
trigger1 = time = 0
name = "charge_effect"
stateno = 20015
pos = 3,-60
ownpal = 1
ID = 10002

[state 701, ハート0]
type = helper
trigger1 = time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10300

[state 701, ハート1]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 50,-63
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10301

[state 701, ハート2]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10302

[state 701, ハート3]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 37,-88
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10303

[state 701, ハート4]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 63,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10304

[state 701, ハート5]
type = helper
trigger1 = Time = 18
trigger2 = time = 38
name = "heart"
stateno = 10300
pos = 63,-38
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10305

[State 701, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;===============================================================================
;JC射
[statedef 710]
type = A
movetype = A
physics = A
anim = 310
ctrl = 0

[state 710, 霊力消費]
type = varadd
trigger1 = animelem = 6
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 710, 霊力停止時間]
type = varset
trigger1 = animelem = 6
var(11) = 60

[state 710, SE]
type = playsnd
trigger1 = animelem = 6
value = 1,3

[state 710, ハート]
type = helper
trigger1 = animelem = 6
name = "rekkauzumibi"
stateno = 10310
pos = 42,-62
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10310

[state 710, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1



;===============================================================================
;タメJC
[statedef 711]
type = A
movetype = A
physics = A
anim = 311
ctrl = 0

[state 711, 霊力消費]
type = varadd
trigger1 = animelem = 3
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 711, 霊力停止時間]
type = varset
trigger1 = animelem = 3
var(11) = 60

[state 711, effect]
type = helper
trigger1 = time = 0
name = "charge_effect"
stateno = 20015
pos = -1,-64
ownpal = 1
ID = 10002

[state 711, SE]
type = playsnd
trigger1 = animelem = 3
value = 1,3

[state 711, ハート1]
type = helper
trigger1 = animelem = 3
name = "rekkauzumibi_tame1"
stateno = 10310
pos = 40,-80
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10311

[state 711, ハート2]
type = helper
trigger1 = animelem = 3
name = "rekkauzumibi_tame2"
stateno = 10310
pos = 40,-20
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10312

[state 711, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1



;===============================================================================
;2C
[statedef 420]
type = S
movetype = A
physics = S
anim = 420
ctrl = 0

[state 420, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 420, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 60

[state 420, 爆発]
type = helper
trigger1 = animelem = 5
name = "hikari"
stateno = 10420
pos = 24, -93
postype = p1
ownpal = 1
ID = 11049

[state 420, 回復]
type = lifeadd
trigger1 = animelem = 5
trigger1 = var(2) > 0
value = ifelse(((var(8) & (1023)) / (1) = 0),20,40) * var(2)
kill = 0
absolute = 1

[state 420, 自分憑依幽霊変数]
type = varset
trigger1 = animelem = 5
trigger1 = var(2) > 0
var(2) = 0

[state 420, ]
type = playsnd
trigger1 = animelem = 5
value = 1,6

[state 420, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;-----------------------------------------------------------
;光
[statedef 10420]
type = A
movetype = I
physics = N
anim = 10420
ctrl = 0

[state 10420, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 10420,透過 ]
type = trans
trigger1 = time >= 0
trans = addalpha
alpha = 256-ceil(time*17.1),256

[state 10420,拡大]
type = angledraw
trigger1 = 1
scale = 0.2*time+0.1,0.2*time+0.1

[state 10420,消す]
type = destroyself
trigger1 = time = 15



;===============================================================================
;2B
[statedef 430]
type = C
movetype = A
physics = S
anim = 430
ctrl = 0

[state 430, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 430, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 60

[state 430, 青]
type = helper
trigger1 = animelem = 5
;trigger2 = time = 33
name = "rekkadna"
stateno = 10430
pos = 42,0
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10430

[state 430, 赤]
type = helper
trigger1 = animelem = 5;time = 18
;trigger2 = time = 33
name = "rekkadna"
stateno = 10430
pos = -42,0
postype = p1
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
ID = 10431

[state 430, 判定]
type = helper
trigger1 = animelem = 5
name = "hantei"
stateno = 10431
pos = 0,0
postype = p1
ownpal = 1
ID = 10432

[state 2040, ]
type = playsnd
trigger1 = time = 18
trigger2 = time = 33
value = 2,10
channel = 1

[state 430, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1



;-----------------------------------------------------------
;劣化DNA
[statedef 10430]
type = A
movetype = I
physics = N
anim = 10430
ctrl = 0

[state 10430, 色分け]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(10431)
value = 10431

[state 10430, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 10430, 透過]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 10430, 青回転]
type = angleset
trigger1 = time >= 0
trigger1 = ishelper(10430)
value = time*6+90

[state 10430, ピンク回転]
type = angleset
trigger1 = time >= 0
trigger1 = ishelper(10431)
value = time*6-90

[state 10430, 回転実行]
type = angledraw
trigger1 = 1

[state 10430, 青速度]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10430)
x = -9*sin(time*12*pi/180)
y = -4

[state 10430, ピンク速度]
type = velset
trigger1 = time >= 0
trigger1 = ishelper(10431)
x = 9*sin(time*12*pi/180)
y = -4

[state 10430, ]
type = sprpriority
trigger1 = time = 0
trigger1 = ishelper(10430)
value = 4

[state 10430, 青]
type = sprpriority
trigger1 = time > 0
trigger1 = cos(time*12*pi/180) = 1
trigger1 = ishelper(10430)
value = 6+2*floor(time/30)

[state 10430, ピンク]
type = sprpriority
trigger1 = cos(time*12*pi/180) = -1
trigger1 = ishelper(10431)
value = 5+2*floor(time/30)

[state 10430, 青]
type = afterimage
trigger1 = time = 0
trigger1 = ishelper(10430)
time = 200
length = 30;18
timegap = 1
framegap = 4
palbright = 20,20,50
palcontrast = 256,256,256
paladd = 0,0,0
palmul = 1.00,1.00,1.00
trans = add

[state 10430, ピンク]
type = afterimage
trigger1 = time = 0
trigger1 = ishelper(10431)
time = 200
length = 30;18
timegap = 1
framegap = 4
palbright = 50,20,20
palcontrast = 256,256,256
paladd = 0,0,0
palmul = 1.00,1.00,1.00
trans = add

[state 10430, 消滅]
type = destroyself
trigger1 = root,stateno = [5000,5300]
trigger2 = screenpos y < -194



;-----------------------------------------------------------
;劣化DNA判定
[statedef 10431]
type = A
movetype = A
physics = N
anim = 10432
ctrl = 0

[state 10431,エフェクト位置]
type = null
trigger1 = time >= 0
trigger1 = fvar(12) := ifelse(p2dist x > -50,p2dist x,0)+ifelse(p2dist x > 50,50-p2dist x,0)
trigger1 = fvar(13) := ifelse(p2dist y < 0,p2dist y+ enemy,const(size.mid.pos.y),0)+ifelse(p2dist y >= 0,p2dist y+ enemy,const(size.mid.pos.y),0)

[state 10431, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 10431, 透過]
type = trans
trigger1 = 1
trans = addalpha
alpha = 0,256

[state 10431, 速度]
type = velset
trigger1 = time = 0
y = -4

[state 10431, 複数ヒット]
type = varadd
trigger1 = movecontact
var(1) = 1

[state 10431, ヒット定義]
type = hitdef
trigger1 = var(1) = 0
attr = A,NP
damage = ceil((root,fvar(10)*40)*ifelse((root,var(14) & (3932160))/(262144) = 0, 1, 1.1*(log(2,(root,var(14) & (3932160))/(262144) +1)))),0
getpower = 70,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = 0,-5
guard.velocity = -1
air.velocity = 0,-4
air.hittime = 20
ground.ctrltime = 20

[state 10431, ヒット定義]
type = hitdef
trigger1 = var(1) = 15
attr = A,NP
damage = ceil((root,fvar(10)*40)*ifelse((root,var(14) & (3932160))/(262144) = 0, 1, 1.1*(log(2,(root,var(14) & (3932160))/(262144) +1)))),0
getpower = 70,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 30
ground.velocity = -1,-5
guard.velocity = -1.5
air.velocity = -1,-5
air.hittime = 40
ground.ctrltime = 20

[state 12120, ダメージ格納]
type = parentvaradd
triggerall = (root,var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(40*root,fvar(10)),0)

[state 10431, 補正]
type = parentvarset
trigger1 = movehit = 1
fvar(10) = root,fvar(10)*0.95
ignorehitpause = 0
;persistent = 0

[state 10431, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 10431
anim = 20075
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

[state 10431, 消滅]
type = destroyself
trigger1 = (root,stateno = [5000,5100]) && ((root,var(8) & (1023)) / (1) = 0)
trigger2 = screenpos y < -194


[state 10431, グレイズ有効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) = [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) < 10))
movetype = I

[state 10431, グレイズ無効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) != [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) >= 10))
movetype = A

[state 10431, グレイズ音]
type = playsnd
triggerall = numenemy > 0
triggerall = movetype = I
trigger1 = p2dist x = [-50-(enemynear,const(size.ground.front)), 50+(enemynear,const(size.ground.back))]
trigger1 = p2dist y = [-13, 110-(enemy,const(size.head.pos.y))]
value = 3, 2



;===============================================================================
;4B
[statedef 320]
type = S
movetype = A
physics = S
anim = 320
ctrl = 0

[state 320, 霊力消費]
type = varadd
trigger1 = animelem = 4
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 320, 霊力停止時間]
type = varset
trigger1 = animelem = 4
var(11) = 60

[state 320, ]
type = playsnd
trigger1 = animelem = 4,>=0 && animelem = 10,<=0
value = 1,3
persistent = 2
channel = 1

[state 320, ヒット定義]
type = hitdef
trigger1 = animelem = 4,>=0 && animelem = 10,<0
attr = A,NP
damage = ceil(fvar(10)*30),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -8,-8
guard.velocity = -2
air.velocity = -8,-8
air.hittime = 20
ground.ctrltime = 20
;fall = 1
;fall.recover = 1
;fall.recovertime = 60
ID = 320
persistent = 0

[state 320, ヒット定義]
type = hitdef
trigger1 = animelem = 10,>=0 && animelem = 12,<0
attr = A,NP
damage = ceil(fvar(10)*30),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -8,-8
guard.velocity = -2
air.velocity = -8,-8
air.hittime = 20
ground.ctrltime = 20
;fall = 1
;fall.recover = 1
;fall.recovertime = 60
ID = 320
persistent = 0

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*fvar(10)),5)
ignorehitpause = 0

[state 320, ステートを奪う]
type = targetstate
trigger1 = movehit
value = 6000
ID = 320
persistent = 0

[state 320, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.92
ignorehitpause = 0

[state 320, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 320
anim = 20075
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

;前面--------------------------------------------
[state 320, -45]
type = explod
trigger1 = animelem = 4
ID = 320
anim = 10347
postype = p1
pos = 35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, -30]
type = explod
trigger1 = animelem = 5
ID = 321
anim = 10348
postype = p1
pos = 43,-25
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, -15]
type = explod
trigger1 = animelem = 6
ID = 322
anim = 10349
postype = p1
pos = 48,-37
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 0]
type = explod
trigger1 = animelem = 7
ID = 323
anim = 10326
postype = p1
pos = 50,-50
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 15]
type = explod
trigger1 = animelem = 8
ID = 324
anim = 10327
postype = p1
pos = 48,-68
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 30]
type = explod
trigger1 = animelem = 9
ID = 325
anim = 10328
postype = p1
pos = 43,-75
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 45]
type = explod
trigger1 = animelem = 10
ID = 326
anim = 10329
postype = p1
pos = 35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

;背面--------------------------------------------
[state 320, 135]
type = explod
trigger1 = animelem = 4
ID = 320
anim = 10335
postype = p1
pos = -35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 150]
type = explod
trigger1 = animelem = 5
ID = 321
anim = 10336
postype = p1
pos = -43,-75
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 165]
type = explod
trigger1 = animelem = 6
ID = 322
anim = 10337
postype = p1
pos = -48,-63
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 180]
type = explod
trigger1 = animelem = 7
ID = 323
anim = 10338
postype = p1
pos = -50,-50
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 195]
type = explod
trigger1 = animelem = 8
ID = 324
anim = 10339
postype = p1
pos = -48,-37
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 210]
type = explod
trigger1 = animelem = 9
ID = 325
anim = 10340
postype = p1
pos = -43,-25
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, 225]
type = explod
trigger1 = animelem = 10
ID = 326
anim = 10341
postype = p1
pos = -35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 320, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;===============================================================================
;4C
[statedef 325]
type = S
movetype = A
physics = S
anim = 325
ctrl = 0

[state 325, 霊力消費]
type = varadd
trigger1 = animelem = 4
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 325, 霊力停止時間]
type = varset
trigger1 = animelem = 4
var(11) = 60

[state 325, ]
type = playsnd
trigger1 = animelem = 4,>=0 && animelem = 10,<=0
value = 1,3
persistent = 2
channel = 1

[state 325, ヒット定義]
type = hitdef
trigger1 = animelem = 4,>=0 && animelem = 10,<0
attr = A,NP
damage = ceil(fvar(10)*40),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -1,-6
guard.velocity = -2
air.velocity = -1,-6
air.hittime = 20
ground.ctrltime = 20
fall = 1
fall.recover = 1
fall.recovertime = 90
persistent = 0

[state 325, ヒット定義]
type = hitdef
trigger1 = animelem = 10,>=0 && animelem = 12,<0
attr = A,NP
damage = ceil(fvar(10)*40),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -1,-6
guard.velocity = -2
air.velocity = -1,-6
air.hittime = 20
ground.ctrltime = 20
fall = 1
fall.recover = 1
fall.recovertime = 90
persistent = 0

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*fvar(10)),5)
ignorehitpause = 0

[state 325, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.95
ignorehitpause = 0

[state 325, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 325
anim = 20075
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

;上面--------------------------------------------
[state 325, 45]
type = explod
trigger1 = animelem = 4
ID = 320
anim = 10305
postype = p1
pos = 35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 60]
type = explod
trigger1 = animelem = 5
ID = 321
anim = 10306
postype = p1
pos = 25,-93
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 75]
type = explod
trigger1 = animelem = 6
ID = 322
anim = 10307
postype = p1
pos = 13,-98
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 90]
type = explod
trigger1 = animelem = 7
ID = 323
anim = 10308
postype = p1
pos = 0,-100
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 105]
type = explod
trigger1 = animelem = 8
ID = 324
anim = 10309
postype = p1
pos =-13,-98
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 120]
type = explod
trigger1 = animelem = 9
ID = 325
anim = 10310
postype = p1
pos = -25,-93
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 135]
type = explod
trigger1 = animelem = 10
ID = 326
anim = 10311
postype = p1
pos = -35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

;下面--------------------------------------------
[state 325, 225]
type = explod
trigger1 = animelem = 4
ID = 325
anim = 10317
postype = p1
pos = -35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 240]
type = explod
trigger1 = animelem = 5
ID = 321
anim = 10318
postype = p1
pos = -25,-7
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 255]
type = explod
trigger1 = animelem = 6
ID = 322
anim = 10319
postype = p1
pos = -13,-2
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 270]
type = explod
trigger1 = animelem = 7
ID = 323
anim = 10320
postype = p1
pos = 0,0
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 285]
type = explod
trigger1 = animelem = 8
ID = 324
anim = 10321
postype = p1
pos = 13,-2
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 300]
type = explod
trigger1 = animelem = 9
ID = 325
anim = 10322
postype = p1
pos = 25,-7
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, 315]
type = explod
trigger1 = animelem = 10
ID = 326
anim = 10323
postype = p1
pos = 35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 325, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;===============================================================================
;J4B
[statedef 720]
type = A
movetype = A
physics = A
anim = 720
ctrl = 0

[state 720, 霊力消費]
type = varadd
trigger1 = animelem = 4
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 720, 霊力停止時間]
type = varset
trigger1 = animelem = 4
var(11) = 60

[state 720, ]
type = playsnd
trigger1 = animelem = 4,>=0 && animelem = 10,<=0
value = 1,3
persistent = 2
channel = 1

[state 720, ヒット定義]
type = hitdef
trigger1 = animelem = 4,>=0 && animelem = 10,<0
attr = A,NP
damage = ceil(fvar(10)*30),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -8,-8
guard.velocity = -2
air.velocity = -8,-8
air.hittime = 20
ground.ctrltime = 20
fall = 1
fall.recover = 1
fall.recovertime = 90
ID = 720
persistent = 0

[state 720, ヒット定義]
type = hitdef
trigger1 = animelem = 10,>=0 && animelem = 12,<0
attr = A,NP
damage = ceil(fvar(10)*30),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -8,-8
guard.velocity = -2
air.velocity = -8,-8
air.hittime = 20
ground.ctrltime = 20
fall = 1
fall.recover = 1
fall.recovertime = 90
ID = 720
persistent = 0

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*fvar(10)),5)
ignorehitpause = 0

[state 720, ステートを奪う]
type = targetstate
trigger1 = movehit
value = 6000
ID = 720
persistent = 0

[state 720, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.93
ignorehitpause = 0

[state 720, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 720
anim = 20075
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

;前面--------------------------------------------
[state 720, 45]
type = explod
trigger1 = animelem = 4
ID = 720
anim = 10329
postype = p1
pos = 35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 30]
type = explod
trigger1 = animelem = 5
ID = 721
anim = 10328
postype = p1
pos = 43,-75
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 15]
type = explod
trigger1 = animelem = 6
ID = 722
anim = 10327
postype = p1
pos = 48,-68
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 0]
type = explod
trigger1 = animelem = 7
ID = 723
anim = 10326
postype = p1
pos = 50,-50
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, -15]
type = explod
trigger1 = animelem = 8
ID = 724
anim = 10349
postype = p1
pos = 48,-37
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, -30]
type = explod
trigger1 = animelem = 9
ID = 725
anim = 10348
postype = p1
pos = 43,-25
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, -45]
type = explod
trigger1 = animelem = 10
ID = 726
anim = 10347
postype = p1
pos = 35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

;背面--------------------------------------------
[state 720, 225]
type = explod
trigger1 = animelem = 4
ID = 720
anim = 10341
postype = p1
pos = -35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 210]
type = explod
trigger1 = animelem = 5
ID = 721
anim = 10340
postype = p1
pos = -43,-25
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 195]
type = explod
trigger1 = animelem = 6
ID = 722
anim = 10339
postype = p1
pos = -48,-37
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 180]
type = explod
trigger1 = animelem = 7
ID = 723
anim = 10338
postype = p1
pos = -50,-50
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 165]
type = explod
trigger1 = animelem = 8
ID = 724
anim = 10337
postype = p1
pos = -48,-63
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 150]
type = explod
trigger1 = animelem = 9
ID = 725
anim = 10336
postype = p1
pos = -43,-75
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, 135]
type = explod
trigger1 = animelem = 10
ID = 726
anim = 10335
postype = p1
pos = -35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 720, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1



;===============================================================================
;J4C
[statedef 725]
type = A
movetype = A
physics = A
anim = 725
ctrl = 0

[state 725, 霊力消費]
type = varadd
trigger1 = animelem = 4
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 725, 霊力停止時間]
type = varset
trigger1 = animelem = 4
var(11) = 60

[state 725, ]
type = playsnd
trigger1 = animelem = 4,>=0 && animelem = 10,<=0
value = 1,3
persistent = 2
channel = 1

[state 725, ヒット定義]
type = hitdef
trigger1 = animelem = 4,>=0 && animelem = 10,<0
attr = A,NP
damage = ceil(fvar(10)*40),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -1,-5
guard.velocity = -2
air.velocity = -1,-5
air.hittime = 20
ground.ctrltime = 20
fall = 1
fall.recover = 1
fall.recovertime = 90
persistent = 0

[state 725, ヒット定義]
type = hitdef
trigger1 = animelem = 10,>=0 && animelem = 12,<0
attr = A,NP
damage = ceil(fvar(10)*40),5
getpower = 80,30
animtype = hard
guardflag = MA
hitflag = MAFP
priority = 4,hit
pausetime = 5,4
hitsound = S0,4
guardsound = S2,0
sparkno = -1;S20075
sparkxy = -1;-10, -58
groundtype = high
ground.slidetime = 5
ground.hittime = 60
ground.velocity = -1,-5
guard.velocity = -2
air.velocity = -1,-5
air.hittime = 20
ground.ctrltime = 20
fall = 1
fall.recover = 1
fall.recovertime = 90
persistent = 0

[state 12120, ダメージ格納]
type = varadd
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*fvar(10)),5)
ignorehitpause = 0

[state 725, 補正]
type = varset
trigger1 = movehit = 1
fvar(10) = fvar(10)*0.95
ignorehitpause = 0

[state 725, エフェクト表示]
type = explod
trigger1 = movehit = 1
ID = 725
anim = 20075
postype = p1
pos = floor(fvar(12)),floor(fvar(13))
velocity = 0,0
ownpal = 1
sprpriority = 6
removetime = -2
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999
persistent = 0

;上面--------------------------------------------
[state 725, 135]
type = explod
trigger1 = animelem = 4
ID = 720
anim = 10311
postype = p1
pos = -35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 120]
type = explod
trigger1 = animelem = 5
ID = 721
anim = 10310
postype = p1
pos = -25,-93
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 105]
type = explod
trigger1 = animelem = 6
ID = 722
anim = 10309
postype = p1
pos =-13,-98
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 90]
type = explod
trigger1 = animelem = 7
ID = 723
anim = 10308
postype = p1
pos = 0,-100
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 75]
type = explod
trigger1 = animelem = 8
ID = 724
anim = 10307
postype = p1
pos = 13,-98
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 60]
type = explod
trigger1 = animelem = 9
ID = 725
anim = 10306
postype = p1
pos = 25,-93
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 45]
type = explod
trigger1 = animelem = 10
ID = 726
anim = 10305
postype = p1
pos = 35,-85
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

;下面--------------------------------------------
[state 725, 315]
type = explod
trigger1 = animelem = 4
ID = 720
anim = 10323
postype = p1
pos = 35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 300]
type = explod
trigger1 = animelem = 5
ID = 721
anim = 10322
postype = p1
pos = 25,-7
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 285]
type = explod
trigger1 = animelem = 6
ID = 722
anim = 10321
postype = p1
pos = 13,-2
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 270]
type = explod
trigger1 = animelem = 7
ID = 723
anim = 10320
postype = p1
pos = 0,0
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 255]
type = explod
trigger1 = animelem = 8
ID = 724
anim = 10319
postype = p1
pos = -13,-2
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 240]
type = explod
trigger1 = animelem = 9
ID = 725
anim = 10318
postype = p1
pos = -25,-7
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, 225]
type = explod
trigger1 = animelem = 10
ID = 726
anim = 10317
postype = p1
pos = -35,-15
ownpal = 1
velocity = 0,0
sprpriority = 6
removetime = 16
scale = 0.4,0.4
bindtime = -1
ignorehitpause = 0
removeongethit = 1

[state 725, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1



;===============================================================================
;6B
[statedef 330]
type = S
movetype = A
physics = S
anim = 330
ctrl = 0

[state 330, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 330, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 60

[State 330, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 1,9

[state 330, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-88
postype = p1
ownpal = 1

[state 330, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-38
postype = p1
ownpal = 1

[state 330, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-108
postype = p1
ownpal = 1

[state 330, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-18
postype = p1
ownpal = 1

[state 330, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-88
postype = p1
ownpal = 1
ID = 10330

[state 330, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-38
postype = p1
ownpal = 1
ID = 10331

[state 330, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-108
postype = p1
ownpal = 1
ID = 10332

[state 330, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-18
postype = p1
ownpal = 1
ID = 10333

[State 330, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===============================================================================
;6C
[statedef 335]
type = S
movetype = A
physics = S
anim = 330
ctrl = 0

[state 335, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = ifelse(((var(8) & (1023)) / (1) = 0),-200,-100)

[state 335, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 60

[State 335, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 1,9

[state 335, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-88
postype = p1
ownpal = 1

[state 335, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-38
postype = p1
ownpal = 1

[state 335, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-108
postype = p1
ownpal = 1

[state 335, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-18
postype = p1
ownpal = 1

[state 335, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-38
postype = p1
ownpal = 1
ID = 10335

[state 335, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-88
postype = p1
ownpal = 1
ID = 10336

[state 330, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-18
postype = p1
ownpal = 1
ID = 10337

[state 330, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-108
postype = p1
ownpal = 1
ID = 10338

[State 335, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===============================================================================
;J6B
[statedef 730]
type = A
movetype = A
physics = A
anim = 330
ctrl = 0

[state 730, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = -200

[state 730, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 60

[State 730, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 1,9

[state 730, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-88
postype = p1
ownpal = 1

[state 730, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-38
postype = p1
ownpal = 1

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-108
postype = p1
ownpal = 1

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-18
postype = p1
ownpal = 1

[state 730, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-88
postype = p1
ownpal = 1
ID = 10330

[state 730, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-38
postype = p1
ownpal = 1
ID = 10331

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-108
postype = p1
ownpal = 1
ID = 10332

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-18
postype = p1
ownpal = 1
ID = 10333

[State 730, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;===============================================================================
;J6C
[statedef 735]
type = A
movetype = A
physics = A
anim = 330
ctrl = 0

[state 735, 霊力消費]
type = varadd
trigger1 = animelem = 5
var(10) = -200

[state 735, 霊力停止時間]
type = varset
trigger1 = animelem = 5
var(11) = 60

[State 735, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 1,9

[state 730, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-88
postype = p1
ownpal = 1

[state 730, ]
type = helper
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-38
postype = p1
ownpal = 1

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-108
postype = p1
ownpal = 1

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 3
name = "kaiten"
stateno = 10331
pos = 37,-18
postype = p1
ownpal = 1

[state 735, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-38
postype = p1
ownpal = 1
ID = 10335

[state 735, ]
type = helper
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-88
postype = p1
ownpal = 1
ID = 10336

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-18
postype = p1
ownpal = 1
ID = 10337

[state 730, ]
type = helper
triggerall = (var(8) & (1023)) / (1) > 0
trigger1 = animelem = 5
name = "beam"
stateno = 10330
pos = 37,-108
postype = p1
ownpal = 1
ID = 10338

[State 735, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;-----------------------------------------------------------
;ビーム
[statedef 10330]
type = A
movetype = A
physics = N
anim = 10360
ctrl = 0
sprpriority = 5

[state 10330, ]
type = changeanim
trigger1 = ishelper(10331)
trigger2 = ishelper(10336)
trigger3 = ishelper(10333)
trigger4 = ishelper(10338)
value = 10361

[state 10330, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 10330, 速度設定0]
type = velset
trigger1 = ishelper(10330)
trigger2 = ishelper(10335)
trigger3 = ishelper(10332)
trigger4 = ishelper(10337)
x = 7
y = 1

[state 10330, 速度設定1]
type = velset
trigger1 = ishelper(10331)
trigger2 = ishelper(10336)
trigger3 = ishelper(10333)
trigger4 = ishelper(10338)
x = 7
y = -1

[state 10330, 角度]
type = angleset
trigger1 = 1
value = (atan(-vel y/vel x))*180/pi

[state 10330, 角度実行]
type = angledraw
trigger1 = 1
scale = 0.6,0.6

[state 10330, 透過]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 10330, 攻撃設定]
type = hitdef
trigger1 = time = 0
attr = A,NP
damage = ceil((root,fvar(10)*40)*ifelse((root,var(14) & (3932160))/(262144) = 0, 1, 1.1*(log(2,(root,var(14) & (3932160))/(262144) +1)))),0
getpower = 65,32
hitflag = MAFP
guardflag = MA
animtype = hard
priority = 3,hit
pausetime = 1,0
hitsound = S0,4
guardsound = S2,0
;sparkno = S20075
;sparkxy = 0,0;-10, -58
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5
guard.hittime = 15
ground.ctrltime = 15
guard.velocity = -2
air.velocity = -2,0

[state 10330, ダメージ格納]
type = parentvaradd
triggerall = (root,var(8) & (1023)) / (1) > 0
trigger1 = movecontact = 1
trigger2 = movehit = 1
var(8) = (1024)*ifelse(movehit = 1,ceil(30*root,fvar(10)),0)
persistent = 0

[state 10330, 補正]
type = parentvarset
trigger1 = movehit = 1
fvar(10) = root,fvar(10)*0.95
ignorehitpause = 1
persistent = 0

[state 10330, ハート1]
type = projectile
trigger1 = movecontact = 1
projID = 11043
projanim = 11044+ceil((random+1)/200)
projscale = 0.3,0.3
projremovetime = 60
velocity = random*0.001, -random*0.002
accel = 0, 0.05
offset = 0, 0
projsprpriority = 5

[state 10330, ハート2]
type = projectile
trigger1 = movecontact = 1
projID = 11043
projanim = 11044+ceil((random+1)/200)
projscale = 0.3,0.3
projremovetime = 60
velocity = -random*0.001, -random*0.002
accel = 0, 0.05
offset = 0, 0
projsprpriority = 5

[state 10330, ハート3]
type = projectile
trigger1 = movecontact = 1
projID = 11043
projanim = 11044+ceil((random+1)/200)
projscale = 0.3,0.3
projremovetime = 60
velocity = ifelse(random >= 499, 1, -1)*random*0.001, -random*0.002
accel = 0, 0.05
offset = 0, 0
projsprpriority = 5

[state 10330, ヘルパーを消す]
type = destroyself
trigger1 = screenpos x < 0
trigger2 = screenpos y < -20
trigger3 = screenpos y > 235
trigger4 = screenpos x > 340
trigger5 = (root,movetype = H) && ((root,var(8) & (1023)) / (1) = 0)

[state 10330, グレイズ有効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) = [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) < 10))
movetype = I

[state 10330, グレイズ無効]
type = statetypeset
triggerall = numenemy > 0
trigger1 = (enemynear,stateno) != [100,119]
trigger2 = (((enemynear,stateno) = [5210,5219]) && ((enemynear,time) >= 10))
movetype = A

[state 10330, グレイズ音]
type = playsnd
triggerall = numenemy > 0
triggerall = movetype = I
trigger1 = p2dist x = [-42-(enemynear,const(size.ground.front)), 42+(enemynear,const(size.ground.back))]
trigger1 = p2dist y = [-10, 10-(enemynear,const(size.head.pos.y))]
value = 3, 2




;-----------------------------------------------------------
;回転ハート
[statedef 10331]
type = A
movetype = I
physics = N
anim = 10362
ctrl = 0
sprpriority = 5

[state 10331, 影消し]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 10331, 角度]
type = angleadd
trigger1 = 1
value = 20

[state 10331, 角度実行]
type = angledraw
trigger1 = 1
scale = 0.1-time*0.007,0.1-time*0.007

[state 10331, 透過]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 10330, ヘルパーを消す]
type = destroyself
trigger1 = root,movetype = H
trigger2 = time = 13



