; ヒットスパーク  赤
[Statedef 6000]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = IfElse((Parent,Var(26)=3||Root,Var(26)=3),10030,10010)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = -20,20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = -20,20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = 0
X = -10+Var(3)
Y = Var(4)

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,359
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = Time >= 2
FV = 1
Value = IfElse(IsHelper(6000),0.25,IfElse(IsHelper(6001),0.35,0.45))

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = Time >= 2
FV = 2
Value = IfElse(IsHelper(6000),-0.0415,IfElse(IsHelper(6001),-0.06249,-0.083329))

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = Time >= 2
FV = 1
Value = IfElse(IsHelper(6000),0.70,IfElse(IsHelper(6001),1.00,1.30))

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = Time >= 2
FV = 2
Value = IfElse(IsHelper(6000),-0.083329,IfElse(IsHelper(6001),-0.1041,-0.13))

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = IsHelper(6000)
Scale = 0.50+Fvar(1),0.50+FVar(2)

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = IsHelper(6001)
Scale = 0.75+Fvar(1),0.75+FVar(2)

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = IsHelper(6002)
Scale = 1.00+Fvar(1),1.00+FVar(2)

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = IsHelper(6000)
Scale = 1.00+Fvar(1),1.00+FVar(2)

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = IsHelper(6001)
Scale = 1.25+Fvar(1),1.25+FVar(2)

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = IsHelper(6002)
Scale = 1.50+Fvar(1),1.50+FVar(2)

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(3)

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6005
ID = 6005
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = NumHelper(6006) = 0
Trigger1 = Time = 0
V = 1
Range = 0,1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = NumHelper(6006) = 0
Trigger1 = Var(1) = 1
Trigger1 = Time = 0
StateNo = 6005
ID = 6006
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 13
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ヒットスパーク  青
[Statedef 6003]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = IfElse((Parent,Var(26)=3||Root,Var(26)=3),10040,10020)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = -20,20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = -20,20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = IsHelper(6003)
Trigger1 = Time = 0
X = -10+Var(3)
Y = Var(4)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6003)
Trigger1 = Time = 0
V = 3
Range = 0,359
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6004)
Trigger1 = Time = 0
V = 3
Range = Helper(6003),Var(3)+10,Helper(6003),Var(3)+339
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = Time >= 2
FV = 1
Value = 0.325

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = Time >= 2
FV = 2
Value = -0.06249

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = Time >= 2
FV = 1
Value = 1.00

[State -1]
Type = VarAdd
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = Time >= 2
FV = 2
Value = -0.1041

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) != 3 && Root,Var(26) != 3
Trigger1 = 1
Scale = 0.75+FVar(1),0.75+FVar(2)

[State -1]
Type = AngleDraw
Trigger1 = Parent,Var(26) = 3 || Root,Var(26) = 3
Trigger1 = 1
Scale = 1.25+FVar(1),1.25+FVar(2)

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(3)

[State -1]
Type = Helper
Trigger1 = IsHelper(6003)
Trigger1 = Time = 0
StateNo = 6003
ID = 6004
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = IsHelper(6003)
Trigger1 = Time = 0
StateNo = 6007
ID = 6007
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 13
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ヒットスパーク　赤  火花
[Statedef 6005]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 10015

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6005)
Trigger1 = Time = 0
V = 4
Range = 0,359
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6006)
Trigger1 = Time = 0
V = 4
Range = Helper(6005),Var(4)+45,Helper(6005),Var(4)+314
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 10
V = 7
Value = 23

[State -1]
Type = Trans
Trigger1 = Time = [0,9]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time >= 10
Trans = AddAlpha
Alpha = 255-Var(7),255

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,20]
Scale = 0.5,0.5

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(4)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ヒットスパーク  青　火花
[Statedef 6007]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 10025

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,359
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 10
V = 7
Value = 23

[State -1]
Type = Trans
Trigger1 = Time = [0,9]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time >= 10
Trans = AddAlpha
Alpha = 255-Var(7),255

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,20]
Scale = 0.5,0.5

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(4)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; アーマーエフェクト
[Statedef 7500]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 7500

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 3
V = 2
Value = 8

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add
Alpha = 255,255

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 0-Var(2),-255,-255
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 3
FV = 1
Value = 0.1

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.50+Fvar(1),0.50+Fvar(1)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 19
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 円形エフェクト
[Statedef 7600]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 7500

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = IsHelper(7600) || IsHelper(7601) || IsHelper(7602)
Trigger1 = Time >= 2
V = 2
Value = 4

[State -1]
Type = VarAdd
Trigger1 = IsHelper(7610) || IsHelper(7611) || IsHelper(7612)
Trigger1 = Time >= 1
V = 2
Value = 3

[State -1]
Type = VarAdd
Trigger1 = IsHelper(7620) || IsHelper(7621) || IsHelper(7622)
Trigger1 = Time >= 1
V = 2
Value = 3

[State -1]
Type = VarAdd
Trigger1 = IsHelper(7630) || IsHelper(7631) || IsHelper(7632)
Trigger1 = Time >= 3
V = 2
Value = 3

[State -1]
Type = VarAdd
Trigger1 = IsHelper(7640) || IsHelper(7641) || IsHelper(7642)
Trigger1 = Time >= 3
V = 2
Value = 3

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add
Alpha = 255,255

[State -1]
Type = PalFx
Trigger1 = IsHelper(7600) || IsHelper(7601) || IsHelper(7602)
Time = 1
Add = 0-Var(2),0-Var(2),0-Var(2)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = IsHelper(7610) || IsHelper(7611) || IsHelper(7612)
Time = 1
Add = -100-Var(2),0-Var(2),-50-Var(2)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = IsHelper(7620) || IsHelper(7621) || IsHelper(7622)
Time = 1
Add = 0-Var(2),0-Var(2),-100-Var(2)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = IsHelper(7630) || IsHelper(7631) || IsHelper(7632)
Time = 1
Add = -100-Var(2),-25-Var(2),0-Var(2)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = IsHelper(7640) || IsHelper(7641) || IsHelper(7642)
Time = 1
Add = 0-Var(2),0-100-Var(2),0-Var(2)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,359

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = -10,10

[State -1]
Type = VarAdd
Trigger1 = Time > 0
V = 4
Value = 2*IfElse(Var(5)=0,1,Var(5)/2)

[State -1]
Type = VarAdd
Trigger1 = Time >= 2
FV = 1
Value = 0.05

[State -1]
Type = VarAdd
TriggerAll = Time >= 2
Trigger1 = IsHelper(7600) || IsHelper(7602)
Trigger2 = IsHelper(7610) || IsHelper(7612)
Trigger3 = IsHelper(7620) || IsHelper(7622)
Trigger4 = IsHelper(7630) || IsHelper(7632)
Trigger5 = IsHelper(7640) || IsHelper(7642)
FV = 2
Value = -0.0215

[State -1]
Type = VarAdd
Trigger1 = IsHelper(7601) || IsHelper(7611) || IsHelper(7621) || IsHelper(7631) || IsHelper(7641)
Trigger1 = Time >= 2
FV = 2
Value = 0.0215

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(7600) || IsHelper(7610) || IsHelper(7620) || IsHelper(7630) || IsHelper(7640)
Scale = 0.50+Fvar(1),0.50+Fvar(2)

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(7601) || IsHelper(7611) || IsHelper(7621) || IsHelper(7631) || IsHelper(7641)
Scale = 0.50+Fvar(1),0.00+Fvar(2)

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(7602) || IsHelper(7612) || IsHelper(7622) || IsHelper(7632) || IsHelper(7642)
Scale = 0.50+Fvar(1),0.215+Fvar(2)

[State -1]
Type = AngleSet
Trigger1 = 1
Value = Var(4)

[State -1]
Type = Explod
TriggerAll = Var(0)%10 = 0
TriggerAll = Time = 0
Trigger1 = IsHelper(7600)
Anim = 6505
Scale = 0.50+Fvar(1),0.50+Fvar(1)
RemoveTime = 26
Ownpal = 0
IgnoreHitPause = 1
SprPriority = 5
ID = 7600

[State -1]
Type = Explod
TriggerAll = Var(0)%10 = 0
TriggerAll = Time = 0
Trigger1 = IsHelper(7610)
Anim = 6505
Scale = 0.50+Fvar(1),0.50+Fvar(1)
RemoveTime = 26
Ownpal = 0
IgnoreHitPause = 1
SprPriority = 5
ID = 7610

[State -1]
Type = Explod
TriggerAll = Var(0)%10 = 0
TriggerAll = Time = 0
Trigger1 = IsHelper(7620)
Anim = 6505
Scale = 0.50+Fvar(1),0.50+Fvar(1)
RemoveTime = 26
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7620

[State -1]
Type = Explod
TriggerAll = Var(0)%10 = 0
TriggerAll = Time = 0
Trigger1 = IsHelper(7630)
Anim = 6505
Scale = 0.50+Fvar(1),0.50+Fvar(1)
RemoveTime = 26
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7630

[State -1]
Type = Explod
TriggerAll = Var(0)%10 = 0
TriggerAll = Time = 0
Trigger1 = IsHelper(7640)
Anim = 6505
Scale = 0.50+Fvar(1),0.50+Fvar(1)
RemoveTime = 26
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
SprPriority = 5
ID = 7640

[State -1]
Type = ModifyExplod
Trigger1 = 1
Scale = 0.50+Fvar(1),0.50+Fvar(1)
ID = 7600

[State -1]
Type = ModifyExplod
Trigger1 = 1
Scale = 0.50+Fvar(1),0.50+Fvar(1)
ID = 7610

[State -1]
Type = ModifyExplod
Trigger1 = 1
Scale = 0.50+Fvar(1),0.50+Fvar(1)
ID = 7620

[State -1]
Type = ModifyExplod
Trigger1 = 1
Scale = 0.50+Fvar(1),0.50+Fvar(1)
ID = 7630

[State -1]
Type = ModifyExplod
Trigger1 = 1
Scale = 0.50+Fvar(1),0.50+Fvar(1)
ID = 7640

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 26
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;氷ヘルパー
[Statedef 8500]
Type = A
Physics = N
SprPriority = -1

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = 1
V = 1
Range = 5,10
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = 1
V = 2
Range = 6,10
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = 1
V = 3
Range = -9,-8
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = 1
V = 7
Range = 0,1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8500) = 0
Trigger1 = Time = 0
Anim = 8500
ID = 8500
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8500) > 0
Trigger1 = Time >= 1
ID = 8500
Scale = 0.1+0.02*Time,0.1+0.02*Time
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8501) = 0
Trigger1 = Time = 3
Anim = 8500
ID = 8501
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8501) > 0
Trigger1 = Time >= 4
ID = 8501
Scale = 0.1+0.02*(Time-3),0.1+0.02*(Time-3)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8502) = 0
Trigger1 = Time = 6
Anim = 8500
ID = 8502
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8502) > 0
Trigger1 = Time >= 7
ID = 8502
Scale = 0.1+0.02*(Time-6),0.1+0.02*(Time-6)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8503) = 0
Trigger1 = Time = 9
Anim = 8500
ID = 8503
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8503) > 0
Trigger1 = Time >= 10
ID = 8503
Scale = 0.1+0.02*(Time-9),0.1+0.02*(Time-9)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8504) = 0
Trigger1 = Time = 12
Anim = 8500
ID = 8504
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8504) > 0
Trigger1 = Time >= 13
ID = 8504
Scale = 0.1+0.02*(Time-12),0.1+0.02*(Time-12)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8505) = 0
Trigger1 = Time = 15
Anim = 8500
ID = 8505
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8505) > 0
Trigger1 = Time >= 16
ID = 8505
Scale = 0.1+0.02*(Time-15),0.1+0.02*(Time-15)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8506) = 0
Trigger1 = Time = 18
Anim = 8500
ID = 8506
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8506) > 0
Trigger1 = Time >= 19
ID = 8506
Scale = 0.1+0.02*(Time-18),0.1+0.02*(Time-18)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8507) = 0
Trigger1 = Time = 21
Anim = 8500
ID = 8507
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8507) > 0
Trigger1 = Time >= 22
ID = 8507
Scale = 0.1+0.02*(Time-21),0.1+0.02*(Time-21)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8508) = 0
Trigger1 = Time = 24
Anim = 8500
ID = 8508
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8508) > 0
Trigger1 = Time >= 25
ID = 8508
Scale = 0.1+0.02*(Time-24),0.1+0.02*(Time-24)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8509) = 0
Trigger1 = Time = 27
Anim = 8500
ID = 8509
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8509) > 0
Trigger1 = Time >= 28
ID = 8509
Scale = 0.1+0.02*(Time-27),0.1+0.02*(Time-27)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8510) = 0
Trigger1 = Time = 30
Anim = 8500
ID = 8510
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8510) > 0
Trigger1 = Time >= 31
ID = 8510
Scale = 0.1+0.02*(Time-30),0.1+0.02*(Time-30)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8511) = 0
Trigger1 = Time = 33
Anim = 8500
ID = 8511
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8511) > 0
Trigger1 = Time >= 34
ID = 8511
Scale = 0.1+0.02*(Time-33),0.1+0.02*(Time-33)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8512) = 0
Trigger1 = Time = 36
Anim = 8500
ID = 8512
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8512) > 0
Trigger1 = Time >= 37
ID = 8512
Scale = 0.1+0.02*(Time-36),0.1+0.02*(Time-36)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8513) = 0
Trigger1 = Time = 39
Anim = 8500
ID = 8513
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8513) > 0
Trigger1 = Time >= 40
ID = 8513
Scale = 0.1+0.02*(Time-39),0.1+0.02*(Time-39)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8514) = 0
Trigger1 = Time = 42
Anim = 8500
ID = 8514
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8514) > 0
Trigger1 = Time >= 43
ID = 8514
Scale = 0.1+0.02*(Time-42),0.1+0.02*(Time-42)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8515) = 0
Trigger1 = Time = 45
Anim = 8500
ID = 8515
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8515) > 0
Trigger1 = Time >= 46
ID = 8515
Scale = 0.1+0.02*(Time-45),0.1+0.02*(Time-45)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8516) = 0
Trigger1 = Time = 48
Anim = 8500
ID = 8516
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8516) > 0
Trigger1 = Time >= 49
ID = 8516
Scale = 0.1+0.02*(Time-48),0.1+0.02*(Time-48)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8517) = 0
Trigger1 = Time = 51
Anim = 8500
ID = 8517
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8517) > 0
Trigger1 = Time >= 52
ID = 8517
Scale = 0.1+0.02*(Time-51),0.1+0.02*(Time-51)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8518) = 0
Trigger1 = Time = 54
Anim = 8500
ID = 8518
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8518) > 0
Trigger1 = Time >= 55
ID = 8518
Scale = 0.1+0.02*(Time-54),0.1+0.02*(Time-54)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8519) = 0
Trigger1 = Time = 57
Anim = 8500
ID = 8519
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8519) > 0
Trigger1 = Time >= 58
ID = 8519
Scale = 0.1+0.02*(Time-57),0.1+0.02*(Time-57)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8520) = 0
Trigger1 = Time = 60
Anim = 8500
ID = 8520
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8520) > 0
Trigger1 = Time >= 61
ID = 8520
Scale = 0.1+0.02*(Time-60),0.1+0.02*(Time-60)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8521) = 0
Trigger1 = Time = 63
Anim = 8500
ID = 8521
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8521) > 0
Trigger1 = Time >= 64
ID = 8521
Scale = 0.1+0.02*(Time-63),0.1+0.02*(Time-63)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8522) = 0
Trigger1 = Time = 66
Anim = 8500
ID = 8522
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8522) > 0
Trigger1 = Time >= 67
ID = 8522
Scale = 0.1+0.02*(Time-66),0.1+0.02*(Time-66)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8523) = 0
Trigger1 = Time = 69
Anim = 8500
ID = 8523
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8523) > 0
Trigger1 = Time >= 70
ID = 8523
Scale = 0.1+0.02*(Time-69),0.1+0.02*(Time-69)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8524) = 0
Trigger1 = Time = 72
Anim = 8500
ID = 8524
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8524) > 0
Trigger1 = Time >= 73
ID = 8524
Scale = 0.1+0.02*(Time-72),0.1+0.02*(Time-72)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8525) = 0
Trigger1 = Time = 75
Anim = 8500
ID = 8525
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8525) > 0
Trigger1 = Time >= 76
ID = 8525
Scale = 0.1+0.02*(Time-75),0.1+0.02*(Time-75)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8526) = 0
Trigger1 = Time = 78
Anim = 8500
ID = 8526
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8526) > 0
Trigger1 = Time >= 79
ID = 8526
Scale = 0.1+0.02*(Time-78),0.1+0.02*(Time-78)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8527) = 0
Trigger1 = Time = 81
Anim = 8500
ID = 8527
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8527) > 0
Trigger1 = Time >= 82
ID = 8527
Scale = 0.1+0.02*(Time-81),0.1+0.02*(Time-81)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8528) = 0
Trigger1 = Time = 84
Anim = 8500
ID = 8528
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8528) > 0
Trigger1 = Time >= 85
ID = 8528
Scale = 0.1+0.02*(Time-84),0.1+0.02*(Time-84)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8529) = 0
Trigger1 = Time = 87
Anim = 8500
ID = 8529
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8529) > 0
Trigger1 = Time >= 88
ID = 8529
Scale = 0.1+0.02*(Time-87),0.1+0.02*(Time-87)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = NumExplod(8530) = 0
Trigger1 = Time = 90
Anim = 8500
ID = 8530
Ownpal = 1
BindTime = 4
PosType = P2
Pos = 0,IfElse(P2StateType != L,Const(Size.Mid.Pos.Y)-20,-10)
Random = 45,IfElse(P2StateType != L,60,20)
Scale = 0.1,0.1
Vel = Var(1)/10*IfElse(Random<500,1,-1),0-Var(2)/4
Accel = 0,.095+Var(3)/100
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = NumExplod(8530) > 0
Trigger1 = Time >= 91
ID = 8530
Scale = 0.1+0.02*(Time-90),0.1+0.02*(Time-90)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time >= 141
Trigger1 = NumExplod(8530) = 0
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


;---------------------------------------------------------------------------
;相殺ヘルパー
[Statedef 9000]
Type = S
Physics = N
SprPriority = 4

[State -1]
Type = BindToParent
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9000)
Trigger1 = Time = 0
Value = 9000
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9001) || IsHelper(9002)
Trigger1 = Time = 0
Value = 9001
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9003)
Trigger1 = Time = 0
Value = 9002
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9004)
Trigger1 = Time = 0
Value = 9003
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9005)
Trigger1 = Time = 0
Value = 9004
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9006)
Trigger1 = Time = 0
Value = 9005
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9007)
Trigger1 = Time = 0
Value = 9006
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(9008)
Trigger1 = Time = 0
Value = 9007
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ReversalDef
Trigger1 = 1
Reversal.Attr =  SCA, NA,SA,HA,NP,SP,HP
Pausetime = 2,2
NumHits = 0
SparkNo = -1
Guard.SparkNo = -1
GetPower = IfElse(FVar(16)=0,0,20),0
GivePower = 20,0
SparkXY = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 956
ID = 956
Pos = Ceil(P2Dist X/2),-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = MoveHit
Value = S901,0+Random%2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = ParentVarSet
Trigger1 = MoveHit
V = 2
Value = 1402
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Pause
Trigger1 = MoveHit = 1
Time = 8
MoveTime = 8
IgnoreHitPause = 1

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = MoveHit = 2
Trigger3 = Parent,MoveType = H

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9000)
Trigger1 = Parent,StateNo != 210

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9001) || IsHelper(9002)
Trigger1 = Parent,StateNo != 220

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9003)
Trigger1 = Parent,StateNo != 620 && Parent,StateNo != 630

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9004)
Trigger1 = Parent,StateNo != 1100

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9005)
Trigger1 = Parent,StateNo != 3200 && Parent,StateNo != 3210
Trigger1 = Parent,StateNo != 3310


[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9006)
Trigger1 = Parent,StateNo != 1200 && Parent,StateNo != 1205

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9007)
Trigger1 = Parent,StateNo != 1300

[State -1]
Type = DestroySelf
Trigger1 = IsHelper(9008)
Trigger1 = Parent,StateNo != 1310


;---------------------------------------------------------------------------
;部分無敵ヘルパー
[Statedef 9500]
Type = S
Physics = N
SprPriority = 4

[State -1]
Type = BindToParent
Trigger1 = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 9500
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Parent,animtime = 0
Trigger2 = Parent,MoveType = H

[State -1]
Type = DestroySelf
Trigger1 = Parent,stateno != 13300 && Parent,stateno != 13310
Trigger1 = Parent,stateno != 2300


;---------------------------------------------------------------------------
;シールドヘルパー　残像
[Statedef 901]
Type = A
Physics = N
VelSet = 0.5,-0.5
SprPriority = 5

[State -1]
Type = BindToParent
Trigger1 = 1
Pos = 0.5*Time,-0.5*Time
Persistent = 1
IgnoreHitPause = 1

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(901)
Trigger1 = Time = 0
Value = 901

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(911)
Trigger1 = Time = 0
Value = 911

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(921)
Trigger1 = Time = 0
Value = 921

[State -1]
Type = ChangeAnim
Trigger1 = IsHelper(931)
Trigger1 = Time = 0
Value = 931

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = 1
FV = 1
Value = 0.002
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 1.00+Fvar(1),1.00+FVar(1)

[State -1]
Type = VarAdd
Trigger1 = 1
V = 7
Value = 20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = 1
Time = 3
Add = 0,0,0
Mul = 255-var(7),255-var(7),255-var(7)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; シールドえふぇくと１
[Statedef 956]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 6
Anim = 956

[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -10,10
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Var(1) < 4
Trigger1 = Time = 1
Anim = 958
ID = 958
Scale = 0.5,0.5
Pos = 0,0
Random = 40,20
Vel = Var(2)/5
Facing = 1*IfElse(Var(3)=0,1,-1)
VFacing = 1*IfElse(Var(4)=0,1,-1)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; シールドえふぇくと２
[Statedef 957]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 6

[State -1]
Type = ChangeAnim
Trigger1 = Time = 0
Value = IfElse(IsHelper(957),957,959)
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,359
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = 1

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	青1
[StateDef 6010]
Type = A
Physics = N
Anim = 10021
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarAdd
Trigger1 = Time = [1,22]
FV  = 1
Value = -0.008

[State -1]
Type = VarAdd
Trigger1 = Time = [1,22]
FV = 2
Value = 0.1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 1,5

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 1,5

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.6+Var(3)/10+FVar(1),0.6+Var(4)/10+FVar(2)

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 43
Range = 0,360

[State -1]
Type = AngleSet
Trigger1 = 1
Value = Var(43)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s2, 109

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 6011
ID = 6012
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 2
StateNo = 6011
ID = 6013
Pos = 0,0
PosType  = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 3
StateNo  = 6011
ID = 6014
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 1
StateNo = 6011
ID = 6011
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 2
StateNo = 6011
ID = 6012
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 3
StateNo = 6011
ID = 6013
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6011
ID = 6014
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 4
StateNo = 6011
ID = 6013
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 5
StateNo = 6011
ID = 6014
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [1,3]
Trigger2 = Time = [10,15]
FV  = 3
Value = 0.05

[State -1]
Type = VarAdd
Trigger1 = Time = [4,9]
Trigger2 = Time = [16,32]
FV  = 3
Value = -0.05

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 10000
Anim = 10000
Ownpal = 1
Scale = 0.725+FVar(3),0.725+FVar(3)
SprPriority = 5
RemoveTime = 32
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,32]
ID = 10000
Scale = 0.725+FVar(3),0.725+FVar(3)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = Explod
Trigger1 = IsHelper(10001)
Trigger1 = Time = 0
ID = 10001
Anim = 10001
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = Explod
Trigger1 = IsHelper(10002)
Trigger1 = Time = 0
ID = 10001
Anim = 10002
Pos = 30,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 10001
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 2100
Trigger1 = Parent,StateNo != 3000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 26
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 27
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	青2
[StateDef 6011]
Type = A
Physics = N
Anim = 10021
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6011)
Trigger1 = Time = [1,22]
FV  = 1
Value = -0.008

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6011)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 1,5

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 1,5

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6011)
Trigger1 = 1
Scale = 0.6+Var(3)/10+FVar(1),0.6+Var(4)/10+FVar(2)

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6012)
Trigger1 = Time = [1,22]
FV = 1
Value = -0.0075

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6012)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.05

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6012)
Trigger1 = 1
Scale = 0.3+Var(3)/10+FVar(1),1.8+Var(4)/10+FVar(2)

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6013)
Trigger1 = Time = [1,22]
FV = 1
Value = -0.02

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6013)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.15

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6013)
Trigger1 = 1
Scale = 0.6+Var(3)/10+FVar(1),0.6+Var(4)/10-FVar(2)

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6014)
Trigger1 = Time = [1,22]
FV = 1
Value = -0.005

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6014)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.4

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6014)
Trigger1 = 1
Scale = 0.3+Var(3)/10+FVar(1),1.8+Var(4)/10-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6011) || IsHelper(6012)
Trigger1 = Time = 0
V = 43
Range = 0,179

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6013) || IsHelper(6014)
Trigger1 = Time = 0
V = 43
Range = 180,359

[State -1]
Type = AngleSet
Trigger1 = 1
Value = Var(43)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 26

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	青3
[StateDef 6015]
Type = A
Physics = N
Anim = 10005
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = -150,-150,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 1
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 1
Value = 0.01

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 2
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 2
Value = 0.075

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.0+FVar(1),0.0+FVar(1)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s3000, 0

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6016
ID = 6012
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6016
ID = 6013
Pos = 0,0
PosType  = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo  = 6016
ID = 6014
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo  = 6016
ID = 6011
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo  = 6016
ID = 6012
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6016
ID = 6011
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6016
ID = 6012
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6016
ID = 6013
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6016
ID = 6014
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6016
ID = 6013
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6016
ID = 6014
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 11
ID = 10000
Anim = 10005
Ownpal = 0
Scale = 0.0+FVar(2),0.0+FVar(2)
SprPriority = 5
RemoveTime = 25
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [12,35]
ID = 10000
Scale = 0.0+FVar(2),0.0+FVar(2)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = Explod
Trigger1 = IsHelper(10001)
Trigger1 = Time = 0
ID = 10001
Anim = 10001
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = Explod
Trigger1 = IsHelper(10002)
Trigger1 = Time = 0
ID = 10001
Anim = 10002
Pos = 30,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 10001
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 2100
Trigger1 = Parent,StateNo != 3000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 35
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 36
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	青4
[StateDef 6016]
Type = A
Physics = N
Anim = 10140
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6011)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6011)
Trigger1 = Time = [1,11]
FV = 2
Value = 2.4

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6011)
Trigger1 = 1
Scale = 0.30+Var(2)/10,30.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6012)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6012)
Trigger1 = Time = [1,11]
FV = 2
Value = 2.1

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6012)
Trigger1 = 1
Scale = 0.30+Var(2)/10,27.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6013)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6013)
Trigger1 = Time = [1,11]
FV = 2
Value = 3.0

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6013)
Trigger1 = 1
Scale = 0.35-Var(2)/10,36.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6014)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6014)
Trigger1 = Time = [1,11]
FV = 2
Value = 2.7

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6014)
Trigger1 = 1
Scale = 0.35-Var(2)/10,33.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6011)
Trigger1 = Time = 0
V = 43
Range = 0,89

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6012)
Trigger1 = Time = 0
V = 43
Range = 90,179

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6013)
Trigger1 = Time = 0
V = 43
Range = 180,269

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6014)
Trigger1 = Time = 0
V = 43
Range = 270,359

[State -1]
Type = VarRandom
Trigger1 = Time = 1
V = 44
Range = -2,2

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(43)

[State -1]
Type = AngleAdd
Trigger1 = Time >= 1
Value = -Var(44)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 11

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	赤1
[StateDef 6020]
Type = A
Physics = N
Anim = 10011
SprPriority = 5
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarAdd
Trigger1 = Time = [1,22]
FV  = 1
Value = -0.008

[State -1]
Type = VarAdd
Trigger1 = Time = [1,22]
FV = 2
Value = 0.1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 1,5

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 1,5

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.6+Var(3)/10+FVar(1),0.6+Var(4)/10+FVar(2)

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 43
Range = 0,360

[State -1]
Type = AngleSet
Trigger1 = 1
Value = Var(43)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s3000, 0

[State -1]
Type = Helper
Trigger1 = Time = 1
StateNo = 6021
ID = 6022
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 2
StateNo = 6021
ID = 6023
Pos = 0,0
PosType  = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 3
StateNo  = 6021
ID = 6024
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 1
StateNo = 6021
ID = 6021
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 2
StateNo = 6021
ID = 6022
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 3
StateNo = 6021
ID = 6023
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6021
ID = 6024
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 4
StateNo = 6021
ID = 6023
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 5
StateNo = 6021
ID = 6024
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [1,3]
Trigger2 = Time = [10,15]
FV  = 3
Value = 0.05

[State -1]
Type = VarAdd
Trigger1 = Time = [4,9]
Trigger2 = Time = [16,32]
FV  = 3
Value = -0.05

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 10000
Anim = 10000
Ownpal = 1
Scale = 0.725+FVar(3),0.725+FVar(3)
SprPriority = 5
RemoveTime = 32
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,32]
ID = 10000
Scale = 0.725+FVar(3),0.725+FVar(3)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = Explod
Trigger1 = IsHelper(10001)
Trigger1 = Time = 0
ID = 10001
Anim = 10001
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = Explod
Trigger1 = IsHelper(10002)
Trigger1 = Time = 0
ID = 10001
Anim = 10002
Pos = 30,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 10001
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 3050
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 26
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 27
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	赤2
[StateDef 6021]
Type = A
Physics = N
Anim = 10011
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6021)
Trigger1 = Time = [1,22]
FV  = 1
Value = -0.008

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6021)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 1,5

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 4
Range = 1,5

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6021)
Trigger1 = 1
Scale = 0.6+Var(3)/10+FVar(1),0.6+Var(4)/10+FVar(2)

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6022)
Trigger1 = Time = [1,22]
FV = 1
Value = -0.0075

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6022)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.05

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6022)
Trigger1 = 1
Scale = 0.3+Var(3)/10+FVar(1),1.8+Var(4)/10+FVar(2)

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6023)
Trigger1 = Time = [1,22]
FV = 1
Value = -0.02

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6023)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.15

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6023)
Trigger1 = 1
Scale = 0.6+Var(3)/10+FVar(1),0.6+Var(4)/10-FVar(2)

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6024)
Trigger1 = Time = [1,22]
FV = 1
Value = -0.005

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6024)
Trigger1 = Time = [1,22]
FV = 2
Value = 0.4

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6024)
Trigger1 = 1
Scale = 0.3+Var(3)/10+FVar(1),1.8+Var(4)/10-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6021) || IsHelper(6022)
Trigger1 = Time = 0
V = 43
Range = 0,179

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6023) || IsHelper(6024)
Trigger1 = Time = 0
V = 43
Range = 180,359

[State -1]
Type = AngleSet
Trigger1 = 1
Value = Var(43)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 26

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	赤3
[StateDef 6025]
Type = A
Physics = N
Anim = 10005
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 0,-150,-150
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 1
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 1
Value = 0.01

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 2
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 2
Value = 0.075

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.0+FVar(1),0.0+FVar(1)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s3000, 0

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6026
ID = 6022
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6026
ID = 6023
Pos = 0,0
PosType  = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo  = 6026
ID = 6024
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo  = 6026
ID = 6021
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo  = 6026
ID = 6022
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6026
ID = 6021
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6026
ID = 6022
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6026
ID = 6023
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
TriggerAll = Parent,Var(0)%10 = 0
Trigger1 = Time = 0
StateNo = 6026
ID = 6024
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6026
ID = 6023
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6026
ID = 6024
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 11
ID = 10000
Anim = 10005
Ownpal = 0
Scale = 0.0+FVar(2),0.0+FVar(2)
SprPriority = 5
RemoveTime = 25
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [12,35]
ID = 10000
Scale = 0.0+FVar(2),0.0+FVar(2)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = Explod
Trigger1 = IsHelper(10001)
Trigger1 = Time = 0
ID = 10001
Anim = 10001
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = Explod
Trigger1 = IsHelper(10002)
Trigger1 = Time = 0
ID = 10001
Anim = 10002
Pos = 30,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 10001
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 3050
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 35
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 36
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

;---------------------------------------------------------------------------
; ＥＸ必殺技エフェクト	赤4
[StateDef 6026]
Type = A
Physics = N
Anim = 10130
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6021)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6021)
Trigger1 = Time = [1,11]
FV = 2
Value = 2.4

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6021)
Trigger1 = 1
Scale = 0.30+Var(2)/10,30.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6022)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6022)
Trigger1 = Time = [1,11]
FV = 2
Value = 2.1

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6022)
Trigger1 = 1
Scale = 0.30+Var(2)/10,27.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6023)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6023)
Trigger1 = Time = [1,11]
FV = 2
Value = 3.0

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6023)
Trigger1 = 1
Scale = 0.35-Var(2)/10,36.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6024)
Trigger1 = Time = 0
V = 2
Range = 0,6

[State -1]
Type = VarAdd
Trigger1 = IsHelper(6024)
Trigger1 = Time = [1,11]
FV = 2
Value = 2.7

[State -1]
Type = AngleDraw
Trigger1 = IsHelper(6024)
Trigger1 = 1
Scale = 0.35-Var(2)/10,33.0-FVar(2)

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6021)
Trigger1 = Time = 0
V = 43
Range = 0,89

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6022)
Trigger1 = Time = 0
V = 43
Range = 90,179

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6023)
Trigger1 = Time = 0
V = 43
Range = 180,269

[State -1]
Type = VarRandom
Trigger1 = IsHelper(6024)
Trigger1 = Time = 0
V = 43
Range = 270,359

[State -1]
Type = VarRandom
Trigger1 = Time = 1
V = 44
Range = -2,2

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(43)

[State -1]
Type = AngleAdd
Trigger1 = Time >= 1
Value = -Var(44)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 11

;---------------------------------------------------------------------------
; ブラッドヒートエフェクト1
[Statedef 10990]
Type = A
Physics = N
SprPriority = 5
Anim = 10990

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 19
V = 7
Value = 10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = Time = [0,18]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time >= 19
Trans = AddAlpha
Alpha = 255-Var(7),255

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.6,0.6

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ブラッドヒートエフェクト2
[Statedef 10991]
Type = A
Physics = N
SprPriority = 5
Anim = 10991

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,359
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 22
V = 7
Value = 10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = Time = [0,21]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time >= 22
Trans = AddAlpha
Alpha = 255-Var(7),255

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.6,0.6

[State -1]
Type = AngleSet
Trigger1 = 1
Value = Var(3)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;空中ハイジャンプ残像ヘルパー
[Statedef 855]
Type = A
Physics = N
SprPriority = -5

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 2
V = 7
Value = 40

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255-Var(7),32+Var(7)

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Parent,Anim

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = Parent,AnimElemNo(0)

[State -1]
Type = ChangeAnim
Trigger1 = 1
Value = Var(1)
Elem  = Var(2)

[State -1]
Type = AssertSpecial
Trigger1 = Time = [0,1]
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 8
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;特殊やられ演出ヘルパー
[Statedef 5605]
Type = A
Physics = N
SprPriority = -5

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = IsHelper(5605)
Trigger1 = Time = 0
Value = s2, 105

[State -2]
Type = PlaySnd
Trigger1 = IsHelper(5705)
Trigger1 = Time = 0
Value = s2, 104

[State -1]
Type = Explod
Trigger1 = IsHelper(5705)
Trigger1 = Time = 0
Anim = 15100
ID = 15100
Postype = P2
Pos = 0,0
Ownpal = 1
Scale = 0.5,0.5
SprPriority = 5
Removetime = -2
Removeongethit = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 1

;---------------------------------------------------------------------------
; しゃがみ強ヘルパー
[Statedef 421]
Type = C
MoveType = A
Physics = N
SprPriority = 5
Anim = 421

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 31
V = 7
Value = 20

[State -1]
Type = Trans
Trigger1 = Time = [27,30]
Trans = Add1

[State -1]
Type = Trans
Trigger1 = Time >= 31
Trans = AddAlpha
Alpha = 255-Var(7),255

[State -1]
Type = VelSet
Trigger1 = Time = 9
X = 1
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 10
X = 2
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 11
X = 3
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 18
X = 2
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 20
X = 1
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 21
X = 0.5
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 22
X = 0
Y = 0
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 9
Attr = C, NA
Damage = Ceil(Parent,FVar(0)*(75-Parent,Var(4)%2))
AnimType  = Hard
HitFlag = MAFD
GuardFlag = M
Priority  = 2, Hit
PauseTime = 8,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 8,9
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -20-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -2,-7.8
Guard.Velocity = -12
Air.Velocity = -2*Parent,Var(50),IfElse(Parent,Var(50)=1,-7.2,Parent,FVar(25))
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28
GetPower = Ceil(Parent,FVar(16)*100), Ceil(0.85*Parent,FVar(16)*100)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*50),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*25)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(75-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = EnemyNear,MoveType = H
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = EnemyNear,MoveType = H
Trigger1 = MoveHit
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-15-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 42
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 空中シールドカウンターヘルパー
[Statedef 10926]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 926

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VelSet
Trigger1 = Time >= 0
Y = 7.2
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 1
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(220-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*22)
HitFlag = MAFD
GuardFlag = HA
Priority = 1, Dodge
PauseTime = 9,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 9,9
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s161
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Guard.Velocity = -12
AirGuard.Velocity = 0,-5.6
P2StateNo = 928
Guard.Kill = 0
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*110),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*55)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(220-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-50-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 20
Value = 10927

[State -1]
Type = DestroySelf
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 20
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 空中シールドカウンターヘルパー
[Statedef 10927]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 927
VelSet = 0,0

[State -1]
Type = VarAdd
Trigger1 = Time >= 20
V = 7
Value = 10

[State -1]
Type = Trans
Trigger1 = Time = [0,19]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time >= 20
Trans = AddAlpha
Alpha = 255-Var(7),255

[State -1]
Type = VarSet
Trigger1 = Time = 18
FV = 1
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 18
FV = 2
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [1,14]
FV = 1
Value = 0.02
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [1,14]
FV = 2
Value = -0.005
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [18,23]
FV = 1
Value = -0.08
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [18,23]
FV = 2
Value = 0.035
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [25,39]
FV = 1
Value = 0.03
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [25,39]
FV = 2
Value = -0.0065
Persistent = 2

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 1.00+FVar(1),1.00+FVar(2)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s930, 0
Channel = 1

[State -1]
Type = DestroySelf
Trigger1 = Time = 39
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; シールドバンカーヘルパー
[Statedef 935]
Type = A
Physics = N
SprPriority = 5
Anim = 935
VelSet = 0,0

[State -1]
Type = PlaySnd
Trigger1 = Anim = 935
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PosAdd
Trigger1 = Parent,StateNo = 930
Trigger1 = Parent,AnimElem = 2
X = -28
Y = -46

[State -1]
Type = AngleDraw
Trigger1 = 1

[State -1]
Type = AngleSet
Trigger1 = Parent,StateNo = 930
Trigger1 = Parent,AnimElem = 2
Value = -150

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = Parent,StateNo = 930
Trigger1 = Parent,AnimTime = 0
Trigger2 = Parent,StateNo = 932
Value = 936
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Parent,MoveType = H
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; シールドバンカーヘルパー
[Statedef 936]
Type = A
Physics = N
SprPriority = 5
Anim = 936
VelSet = 0,0

[State -1]
Type = PlaySnd
Trigger1 = Time = 20
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = AfterImage
Trigger1 = Time = 0
Time = 40
Trans = Add
Length   = 15
TimeGap  = 1
FrameFap = 1
PalBright = 0 , 0 , 0
PalContrast = 150 , 150 , 150
PalAdd = 0 , 0 , 0
PalMul = .5 , .5 , .5
IgnoreHitPause = 1
Peresistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PosAdd
Trigger1 = Time = [0,1]
X = 30
Y = 8

[State -1]
Type = PosAdd
Trigger1 = Time = 2
X = 6
Y = -15

[State -1]
Type = PosAdd
Trigger1 = Time = [3,7]
X = 0
Y = -9

[State -1]
Type = AngleDraw
Trigger1 = 1

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = -150

[State -1]
Type = AngleAdd
Trigger1 = Time = 0
Value = 25

[State -1]
Type = AngleAdd
Trigger1 = Time = [2,17]
Value = 15

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = Parent,MoveType = H
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 猫虎ヘルパー
[Statedef 1010]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 1010

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0,2

[State -2]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 0
Value = s1000, 0
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 1
Value = s1000, 1
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 2
Value = s1000, 2
Channel = 1

[State -1]
Type = VelSet
Trigger1 = AnimElem = 7
X = 1.8
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 26
Attr = S, SP
Damage = Ceil(Parent,FVar(0)*(20-Parent,Var(4)%2))
AnimType  = Up
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 8,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 8,9
HitSound   = s10,3
GuardSound = s120,0
SparkXY = -Random%20, -Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 14
Ground.HitTime  = 14
Ground.Velocity = 0,-10.2
Guard.Velocity = -7.5
Air.Velocity = IfElse(Parent,Var(50)=1,0,-5),IfElse(Parent,Var(50)=1,-9.8,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -5,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(Parent,FVar(16)*20), Ceil(0.85*Parent,FVar(16)*20)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(20-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6000
ID = 6000
PosType = P2
Pos = 0,-15-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time > 1
Trigger1 = FrontEdgeDist <= -40
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 猫黒ヘルパー
[Statedef 1011]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 1011

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0,2

[State -2]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 0
Value = s1000, 0
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 1
Value = s1000, 1
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 2
Value = s1000, 2
Channel = 1

[State -1]
Type = VelSet
Trigger1 = AnimElem = 7
X = 1.2
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 26
Attr = S, SP
Damage = Ceil(Parent,FVar(0)*(10-Parent,Var(4)%2))
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 8,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 8,9
HitSound   = s10,3
GuardSound = s120,0
SparkXY = -Random%20, -Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Air.Type = Trip
Ground.SlideTime = 14
Ground.HitTime  = 14
Air.HitTime = 14
Ground.Velocity = 0,-2.6
Guard.Velocity = -5
Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-2.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(Parent,FVar(16)*10), Ceil(0.85*Parent,FVar(16)*10)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*2)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(10-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6000
ID = 6000
PosType = P2
Pos = 0,-15-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time > 1
Trigger1 = FrontEdgeDist <= -40
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 猫紫ヘルパー
[Statedef 1012]
Type = A
Physics = N
SprPriority = 5
Anim = 1012

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0,2

[State -2]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 0
Value = s1000, 0
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 1
Value = s1000, 1
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 2
Value = s1000, 2
Channel = 1

[State -1]
Type = VelSet
Trigger1 = AnimElem = 7
X = 1.2
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time > 1
Trigger1 = FrontEdgeDist <= -40
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 猫白ヘルパー
[Statedef 1013]
Type = A
Physics = N
SprPriority = 5
Anim = 1013

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0,2

[State -2]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 0
Value = s1000, 0
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 1
Value = s1000, 1
Channel = 1

[State -1]
Type = PlaySnd
TriggerAll = Time = 6
Trigger1 = Var(2) = 2
Value = s1000, 2
Channel = 1

[State -1]
Type = Width
Trigger1 = Time >= 1
Edge = 0
Player = 30,0
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = Time >= 1
Value = 1
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = AnimElem = 7
X = 1.2
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = AnimElem = 47
X = 0
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = FrontEdgeDist <= -40
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズ・ムシュワーフヘルパー1
[Statedef 2405]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 2405

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PalFX
Trigger1 = Time = 0
Add = 0,0,50
Time = 9999
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 28
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズヘルパー1
[Statedef 11000]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 11000

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 32
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 7
Attr = S, SP
Damage = Ceil(Parent,FVar(0)*(80-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*8)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = L
Priority  = 1, Dodge
PauseTime = 10,IfElse(P2MoveType = A,12,2)
Guard.PauseTime = 10,2
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = Low
Air.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1,-7.8
Guard.Velocity = -8
Air.Velocity = -1,IfElse(Parent,Var(50)=1,-7.2,Parent,FVar(25))
Down.Velocity = -2,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(Parent,FVar(16)*80), Ceil(0.85*Parent,FVar(16)*80)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(80-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズヘルパー1
[Statedef 11008]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 11000

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 32
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 7
Attr = S, SP
Damage = Ceil(Parent,FVar(0)*(160-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*8)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = L
Priority  = 1, Dodge
PauseTime = 10,IfElse(P2MoveType = A,12,2)
Guard.PauseTime = 10,2
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = Low
Air.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Air.HitTime = 14
Ground.Velocity = -3
Guard.Velocity = -8
Air.Velocity = -1,IfElse(Parent,Var(50)=1,-6.8,Parent,FVar(25))
Down.Velocity = -2,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(Parent,FVar(16)*80), Ceil(0.85*Parent,FVar(16)*80)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(160-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



;---------------------------------------------------------------------------
; 空中フルールフリーズヘルパー1
[Statedef 11001]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 110000



[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 32
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 7
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(80-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*8)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 10,IfElse(P2MoveType = A,12,2)
Guard.PauseTime = 10,2
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = Low
Air.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1,-7.8
Guard.Velocity = -8
Air.Velocity = -1,IfElse(Parent,Var(50)=1,-7.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(Parent,FVar(16)*80), Ceil(0.85*Parent,FVar(16)*80)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(80-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,30-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズヘルパー2
[Statedef 11010]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 11010

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 32
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 5
Attr = S, SP
Damage = Ceil(Parent,FVar(0)*(80-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*8)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 10,IfElse(P2MoveType = A,12,2)
Guard.PauseTime = 10,2
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -1,-7.8
Guard.Velocity = -8
Air.Velocity = -1,IfElse(Parent,Var(50)=1,-7.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(Parent,FVar(16)*80), Ceil(0.85*Parent,FVar(16)*80)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(80-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-60-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズヘルパー溜め
[Statedef 11005]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 12205

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 32
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time%4 = 0
Trigger1 = animelemtime(30) <= 1
Attr = S, SP
Damage = Ceil(Parent,FVar(0)*(25-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*8)
AnimType  = low
HitFlag = MAFD
GuardFlag = M
Priority  = 1, Dodge
PauseTime = 3,IfElse(P2MoveType = A,4,2)
Guard.PauseTime = 3,2
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = Low
Air.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -2
Guard.Velocity = -8
Air.Velocity = -1,IfElse(Parent,Var(50)=1,-7.2,Parent,FVar(25))
Down.Velocity = -2,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
GetPower = Ceil(Parent,FVar(16)*80), Ceil(0.85*Parent,FVar(16)*80)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(25-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = movehitreset
Trigger1 = MoveHit
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999






;---------------------------------------------------------------------------
; フルールフリーズEXヘルパー1
[Statedef 12100]
Type = A
Physics = N
SprPriority = 5
Anim = 12100

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,50
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,80]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 2
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 32
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 80
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズEXヘルパー2
[Statedef 12101]
Type = A
Physics = N
SprPriority = 5
Anim = 12101

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 100,150
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,85]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 42
Value = s1100, 0
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 83
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズEXヘルパー3
[Statedef 12102]
Type = A
Physics = N
SprPriority = 5
Anim = 12100

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 100,150
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,90]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 86
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズEXヘルパー4
[Statedef 12103]
Type = A
Physics = N
SprPriority = 5
Anim = 12101

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,50
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,95]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 89
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズEXヘルパー5
[Statedef 12104]
Type = A
Physics = N
SprPriority = 5
Anim = 12100

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 50,100
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,100]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 92
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズEXヘルパー6
[Statedef 12105]
Type = A
Physics = N
SprPriority = 5
Anim = 12101

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 50,100
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,105]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 95
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 空中フルールフリーズEXヘルパー
[Statedef 12200]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 12200

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -10,45
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -25,30
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = 0
X = Var(1)
Y = -Var(2)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 32
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = IsHelper(12202)
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 12
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(40-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 4,4
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Air.HitTime = 14
Ground.Velocity = -3.5,-6.2
Guard.Velocity = -8
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = IsHelper(12203)
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 17
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(40-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 4,4
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Air.HitTime = 14
Ground.Velocity = -3.5,-6.2
Guard.Velocity = -8
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = IsHelper(12204)
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 21
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(40-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 4,4
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Air.HitTime = 14
Ground.Velocity = -3.5,-6.2
Guard.Velocity = -8
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = IsHelper(12205)
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 25
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(40-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 4,4
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -3.5,-6.2
Guard.Velocity = -8
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 2
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 3
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 4
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 5
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 4))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 5))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 2))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 3))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 4))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 5))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 1))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 3))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 5))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; 空中フルールフリーズEXヘルパー
[Statedef 12201]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 12200

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -10,45
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -25,30
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = 0
X = Var(1)
Y = -Var(2)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = HitDef
TriggerAll = IsHelper(12200)
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 2
Trigger2 = Time = 4
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(60-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 4,4
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Air.HitTime = 14
HitSound   = s1,121
GuardSound = s120,0
Ground.Velocity = -3.5,-6.2
Guard.Velocity = -8
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5)

[State -1]
Type = HitDef
TriggerAll = IsHelper(12201)
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 6
Trigger2 = Time = 8
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(60-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = MA
Priority  = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 4,4
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
HitSound   = s1,121
GuardSound = s120,0
Ground.Velocity = -3.5,-6.2
Guard.Velocity = -8
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*5)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(60-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 2
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(60-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 3
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(60-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 4
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(60-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 5
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(60-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 6
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(60-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1


[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 4))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 5))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 6))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 2))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 3))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 4))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 5))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 6))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 1))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 3))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 5))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 6))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;EXロンドン・ロンド残像ヘルパー
[Statedef 2306]
Type = A
Physics = N
SprPriority = -5

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 2
V = 7
Value = 32

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255-Var(7),32+Var(7)

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Parent,Anim

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = Parent,AnimElemNo(0)

[State -1]
Type = ChangeAnim
Trigger1 = 1
Value = Var(1)
Elem  = Var(2)

[State -1]
Type = AssertSpecial
Trigger1 = Time = [0,1]
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 9
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



;---------------------------------------------------------------------------
;ナッツクラッカー2ヘルパー
[Statedef 223200]
Type    = C
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 3200
SprPriority = 2
Facep2 = 1


[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) <= 0
stateType = S

[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
stateType = A
Physics = A



[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s1500, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = animelemtime(4) = 0
ID = 3210
PosType = P1
Pos = 0,5
Anim = 3210
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(4) >= 0
Trigger1 = animelemtime(5) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-50
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
y = -5
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
x = 4.5
persistent = 0


[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Varset
Trigger1 = time = 0
V = 7
Value = 0




[State -1]
Type = VarAdd
Trigger1 = animTime >= -10
Trigger1 = var(7) < 250
V = 7
Value = 25



[State -1]
Type = Trans
Trigger1 = animTime >= -10
Trans = AddAlpha
Alpha = 255-Var(7),64+Var(7)
time = 1


[State -1]
Type = destroyself
Trigger1 = AnimTime = 0





;回転攻撃-中
[Statedef 2213310]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 13300
SprPriority = 2
Facep2 = 1

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = changeanim
Trigger1 = Anim = 13300
Trigger1 = time = 22
Value = 13340
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999






[State -1]
Type = PlaySnd
Trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
trigger1 = time%7 = 0
Value = s0, 105
;Channel = 3
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = Explod
Trigger1 = anim = 13300
Trigger1 = animelem = 2
Trigger2 = anim = 13300
Trigger2 = animelem = 4
Trigger3 = anim = 13300
Trigger3 = animelem = 6
ID = 13320
PosType = P1
Pos = -10,0
Anim = 13320
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 3
RemoveTime = -2
RemoveOnGetHit = 1







[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0



[State -1]
Type = VelSet
Trigger1 = anim = 13300
Trigger1 = animelemtime(3) >= 0
Trigger2 = anim = 13340
Trigger2 = animelemtime(2) <= 0
x = 5
IgnoreHitPause = 1
Persistent = 1




[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Varset
Trigger1 = time = 0
V = 7
Value = 0




[State -1]
Type = VarAdd
Trigger1 = Time >= 30
Trigger1 = var(7) < 250
V = 7
Value = 50



[State -1]
Type = Trans
Trigger1 = Time >= 30
Trans = AddAlpha
Alpha = 255-Var(7),64+Var(7)
time = 1




[State -1]
Type = destroyself
Trigger1 = Time = 35







;---------------------------------------------------------------------------
; ワルツ・ワーズ・ワイト弱ヘルパー
[Statedef 1405]
Type = A
Physics = N
Velset = 0,0
Anim = 1405
SprPriority = 3

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -1,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -1]
Type = VarRandom
Trigger1 = 1
V = 55
Range = -1,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999



[State -1]
Type = VelSet
Trigger1 = IsHelper(1405)
Trigger1 = Time = [5,41]
X = 2.0+Var(1)*0.3

[State -1]
Type = VelSet
Trigger1 = IsHelper(1406)
Trigger1 = Time = [5,41]
X = 2.1+Var(1)*0.3

[State -1]
Type = VelSet
Trigger1 = IsHelper(1407)
Trigger1 = Time = [5,41]
X = 2.2+Var(1)*0.3


[State -1]
Type = VelSet
Trigger1 = Time >= 30
X = 1

[State 1000, 0]
type = Explod
trigger1 = time >= 0
trigger1 = numexplod(102) <= 1
anim = 102
ID = 102
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = -1.5 + Var(55)*0.3,0
accel = 0,0
random = 50,70
removetime = -2
supermovetime = 999
pausemovetime = 999
sprpriority = 5
removeongethit = 0
ignorehitpause = 1





[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Varset
Trigger1 = time = 0
V = 7
Value = 240

[State -1]
Type = Varset
Trigger1 = time  = 29
V = 7
Value = 0


[State -1]
Type = VarAdd
trigger1 = time >= 1
Trigger1 = Time <= 6
V = 7
Value = -20


[State -1]
Type = VarAdd
Trigger1 = Time >= 25
V = 7
Value = 15

[State -1]
Type = Trans
Trigger1 = time <= 6
Trans = AddAlpha
Alpha = 255-Var(7),64+Var(7)
time = 1

[State -1]
Type = Trans
Trigger1 = time > 6
Trigger1 = Time < 25
Trans = AddAlpha
Alpha = 240,20
persistent = 1
time = 1

[State -1]
Type = Trans
Trigger1 = Time >= 25
Trans = AddAlpha
Alpha = 255-Var(7),64+Var(7)
time = 1

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


;---------------------------------------------------------------------------
; ワルツ・ワーズ・ワイト弱ヘルパー
[Statedef 1455]
Type = A
Physics = N
Velset = 0,0
Anim = 1455
SprPriority = 3

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -1,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999

[State -1]
Type = VarRandom
Trigger1 = 1
V = 55
Range = -1,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999


[State -1]
Type = VelSet
Trigger1 = IsHelper(1405)
Trigger1 = Time = [5,41]
X = -2.0+Var(1)*0.3

[State -1]
Type = VelSet
Trigger1 = IsHelper(1406)
Trigger1 = Time = [5,41]
X = -2.1+Var(1)*0.3

[State -1]
Type = VelSet
Trigger1 = IsHelper(1407)
Trigger1 = Time = [5,41]
X = -2.2+Var(1)*0.3


[State -1]
Type = VelSet
Trigger1 = Time >= 30
X = -1

[State 1000, 0]
type = Explod
trigger1 = time >= 0
trigger1 = numexplod(102) <= 1
anim = 102
ID = 102
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 1.5 + Var(55)*0.3,0
accel = 0,0
random = 50,70
removetime = -2
supermovetime = 999
pausemovetime = 999
sprpriority = 5
removeongethit = 0
ignorehitpause = 1


[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Varset
Trigger1 = time = 0
V = 7
Value = 240

[State -1]
Type = Varset
Trigger1 = time  = 29
V = 7
Value = 0


[State -1]
Type = VarAdd
trigger1 = time >= 1
Trigger1 = Time <= 6
V = 7
Value = -20


[State -1]
Type = VarAdd
Trigger1 = Time >= 25
V = 7
Value = 15

[State -1]
Type = Trans
Trigger1 = time <= 6
Trans = AddAlpha
Alpha = 255-Var(7),64+Var(7)
time = 1

[State -1]
Type = Trans
Trigger1 = time > 6
Trigger1 = Time < 25
Trans = AddAlpha
Alpha = 240,20
persistent = 1
time = 1

[State -1]
Type = Trans
Trigger1 = Time >= 25
Trans = AddAlpha
Alpha = 255-Var(7),64+Var(7)
time = 1

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999




;---------------------------------------------------------------------------
; ワルツ・ワーズ・ワイト強ヘルパー
[Statedef 1415]
Type = A
MoveType = A
Physics = N
Velset = 0,0
Anim = 1415
SprPriority = 3

[State -1]
Type = VarAdd
Trigger1 = AnimTime >= -12
V = 7
Value = 20

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255-Var(7),64+Var(7)

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = [6,28]
X = 4.4

[State -1]
Type = PosAdd
Trigger1 = Time = [7,8]
Y = -4

[State -1]
Type = PosAdd
Trigger1 = Time = [9,12]
Y = -3

[State -1]
Type = PosAdd
Trigger1 = Time = [13,15]
Y = -2

[State -1]
Type = PosAdd
Trigger1 = Time = [16,17]
Y = -1

[State -1]
Type = PosAdd
Trigger1 = Time = [18,19]
Y = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [20,22]
Y = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [23,26]
Y = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [27,28]
Y = 4

[State -1]
Type = VelSet
Trigger1 = Time = 28
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = Time = 28
Y = 0

[State -1]
Type = StateTypeSet
Trigger1 = Time = 28
StateType = S
Physics = S
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 35
Value = s30, 1
Vlume = 255
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 13
Anim = 1305
ID = 1305
PosType = P1
Pos = 28,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
RemoveTime = -2
BindTime = -1
RemoveOnGetHit = 1
Persistent = 0

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = AnimElem = 4
Trigger2 = AnimElem = 6
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(Parent,FVar(0)*35-Parent,Var(4)%2),Ceil(Parent,FVar(1)*3)
GuardFlag = MA
Priority = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,13,3)
Guard.PauseTime = 4,3
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -5.5
Guard.Velocity = -7.5
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28
GetPower = Ceil(Parent,FVar(16)*30), Ceil(0.85*Parent,FVar(16)*30)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*15),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*7)

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = AnimElem = 9
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(Parent,FVar(0)*35-Parent,Var(4)%2),Ceil(Parent,FVar(1)*3)
GuardFlag = MA
Priority = 1, Dodge
PauseTime = 4,IfElse(P2MoveType = A,15,5)
Guard.PauseTime = 4,5
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 17
Ground.HitTime  = 17
Ground.Velocity = -5.5
Guard.Velocity = -8
Air.Velocity = -3*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
AirGuard.Velocity = -4,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
ID = 1300
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 29
GetPower = Ceil(Parent,FVar(16)*30), Ceil(0.85*Parent,FVar(16)*30)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*15),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*7)

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 15
X = 15

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Parent,Var(50) = 1
Trigger1 = AnimElem = 17
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(Parent,FVar(0)*70-Parent,Var(4)%2),Ceil(Parent,FVar(1)*12)
GuardFlag = MA
Priority = 1, Dodge
PauseTime = 8,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 8,4
HitSound   = s10,5
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -5
Guard.Velocity = -11
Air.Velocity = -3,-5.2
AirGuard.Velocity = -4,-1.4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = Ceil(Parent,FVar(16)*80), Ceil(0.85*Parent,FVar(16)*80)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Parent,Var(50) = 2
Trigger1 = AnimElem = 17
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(Parent,FVar(0)*70-Parent,Var(4)%2),Ceil(Parent,FVar(1)*12)
GuardFlag = MA
Priority = 1, Dodge
PauseTime = 8,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -8
Guard.Velocity = -11
Air.Velocity = -7,Parent,FVar(25)
AirGuard.Velocity = -4,-1.4
Down.Velocity = -7,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
ID = 5600
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = Ceil(Parent,FVar(16)*80), Ceil(0.85*Parent,FVar(16)*80)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = NumTarget(5600) = 0
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(35-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = NumTarget(5600) = 0
TriggerAll = HitCount = 2
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(35-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = NumTarget(5600) = 0
TriggerAll = HitCount = 3
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(35-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = NumTarget(5600) = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(70-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 4))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 2))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 3))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 4))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = NumTarget(5600) = 0
Trigger1 = ((MoveHit && HitCount= 1))
StateNo = 6000
ID = 6001
PosType = P2
Pos = 0,-50-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = NumTarget(5600) = 0
Trigger1 = ((MoveHit && HitCount= 2))
StateNo = 6000
ID = 6001
PosType = P2
Pos = 0,-50-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = NumTarget(5600) = 0
Trigger1 = ((MoveHit && HitCount= 3))
StateNo = 6000
ID = 6001
PosType = P2
Pos = 0,-50-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = NumTarget(5600) > 0
Trigger1 = MoveHit
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-70-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
TriggerAll = Parent,Var(25)%10 < 3
Trigger1 = NumTarget(5600) > 0
Trigger1 = Target(5600),Time = 1
Trigger1 = Target(5600),StateNo = 5600
V = 25
Value = Parent,Var(25)/10%10 + 1
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = VarSet
TriggerAll = Parent,Var(25)%10 < 3
Trigger1 = NumTarget(5600) > 0
Trigger1 = Target(5600),Time = 1
Trigger1 = Target(5600),StateNo = 5600
V = 25
Value = Parent,Var(25) + Parent,Var(25)%10*10
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = ParentVarSet
TriggerAll = Parent,Var(25)%10 < 3
Trigger1 = NumTarget(5600) > 0
Trigger1 = Target(5600),Time = 1
Trigger1 = Target(5600),StateNo = 5602 || Target(5600),StateNo = 5603
V = 25
Value = Var(25)
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズ・ムシュワーフ弱ヘルパー
[Statedef 1505]
Type = S
MoveType = A
Physics = N
SprPriority = 5
Anim = 1505

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 44
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 13
Trigger2 = Time = 16
Trigger3 = Time = 19
Trigger4 = Time = 22
Trigger5 = Time = 25
Trigger6 = Time = 28
Trigger7 = Time = 31
Attr = S, SP
Damage = Ceil(Parent,FVar(0)*(40-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*4)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = HL
Priority  = 2, Dodge
PauseTime = 8,IfElse(P2MoveType = A,16,8)
Guard.PauseTime = 8,8
SparkXY =  -Random%20, -5-Random%20-(Time-13)*5
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 13
Ground.HitTime  = 13
HitSound   = s20,0
GuardSound = s120,0
Ground.Velocity = -1,-8
Guard.Velocity = -8
Air.Velocity = -1*Parent,Var(50),IfElse(Parent,Var(50)=1,-7.8,Parent,FVar(25))
Down.Velocity = -2,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 50
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = Ceil(Parent,FVar(16)*40), Ceil(0.85*Parent,FVar(16)*40)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 2
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 3
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 4
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 5
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 6
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 7
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 4))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 5))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 6))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 7))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 2))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 3))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 4))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 5))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 6))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 7))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 1))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-20-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 2))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-40-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 3))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-60-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 4))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 5))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-100-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 6))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-120-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 7))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-130-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 36
MoveType = I
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズ・ムシュワーフ中ヘルパー
[Statedef 1515]
Type = C
MoveType = A
Physics = N
SprPriority = 5
Anim = 1510

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 44
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 11
Trigger2 = Time = 14
Trigger3 = Time = 17
Trigger4 = Time = 20
Trigger5 = Time = 23
Trigger6 = Time = 26
Trigger7 = Time = 29
Trigger8 = Time = 32
Attr = C, SP
Damage = Ceil(Parent,FVar(0)*(40-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*4)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = L
Priority  = 2, Dodge
PauseTime = 8,IfElse(P2MoveType = A,16,8)
Guard.PauseTime = 8,8
SparkXY = -Random%20, 10-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = Low
Air.Type =  Low
Ground.SlideTime = 13
Ground.HitTime  = 13
HitSound   = s20,0
GuardSound = s120,0
Ground.Velocity = -8
Guard.Velocity = -9
Air.Velocity = -3.8*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.2,Parent,FVar(25))
Down.Velocity = -7.6,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 30
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = Ceil(Parent,FVar(16)*40), Ceil(0.85*Parent,FVar(16)*40)
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*10)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 2
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 3
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 4
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 5
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 6
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 7
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 8
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 4))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 5))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 6))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 7))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 8))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 2))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 3))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 4))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 5))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 6))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 7))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 8))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 1))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 2))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 3))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 4))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 5))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 6))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 7))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 8))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-5-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 36
MoveType = I
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フルールフリーズ・エトワールヘルパー
[Statedef 2505]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Anim = 2500

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 46
Value = s1100, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time = 9
Trigger2 = Time = 13
Trigger3 = Time = 17
Trigger4 = Time = 21
Trigger5 = Time = 25
Trigger6 = Time = 29
Trigger7 = Time = 33
Attr = A, SP
Damage = Ceil(Parent,FVar(0)*(50-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAFD
GuardFlag = HL
Priority  = 2, Dodge
PauseTime = 8,IfElse(P2MoveType = A,16,8)
Guard.PauseTime = 8,8
SparkXY = -Random%20, -70-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 13
Ground.HitTime  = 13
HitSound   = s1,121
GuardSound = s120,0
Ground.Velocity = -1.2,-8
Guard.Velocity = -5
Air.Velocity = -1.2*Parent,Var(50),IfElse(Parent,Var(50)=1,-7.8,Parent,FVar(25))
Down.Velocity = -2.4,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 54
EnvShake.Time = 8
EnvShake.Ampl = 6
EnvShake.Freq = 70
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*25),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*12)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 2
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 3
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 4
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 5
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 6
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 7
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 4))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 5))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 6))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 7))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 2))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 3))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 4))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 5))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 6))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount= 7))
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 1))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 2))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 3))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 4))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 5))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 6))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit && HitCount= 7))
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = StateTypeSet
Trigger1 = AnimElem = 37
MoveType = I
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = AnimTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

; ホウマツムゲンヘルパー1
[Statedef 30055]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Ctrl = 0
Anim = 30051



[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1


[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = DestroySelf
Trigger1 = animTime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999





; ホウマツムゲンヘルパー1
[Statedef 3006]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Ctrl = 0
Anim = 30061


[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VelAdd
Trigger1 = Vel X < 6
X = .08

[State -1]
Type = VelSet
Trigger1 = Vel X >= 6
X = 6

[State -1]
Type = VelAdd
TriggerAll = Time >= 6
Trigger1 = Command = "holddown"
Trigger1 = Vel Y < 6
Y = .2

[State -1]
Type = VelSet
TriggerAll = Time >= 6
Trigger1 = Vel Y >= 6
Y = 6

[State -1]
Type = VelAdd
TriggerAll = Time >= 6
Trigger1 = Pos Y <= 50
Trigger1 = Command = "holdup"
Trigger1 = Vel Y > -6
Y = -.2

[State -1]
Type = VelSet
TriggerAll = Time >= 6
Trigger1 = Pos Y <= 50
Trigger1 = Vel Y <= -6
Y = -6

[State -1]
Type = VelSet
TriggerAll = Time >= 6
Trigger1 = Pos Y > 50
Y = 0

[State -1]
Type = PosSet
TriggerAll = Time >= 6
Trigger1 = Pos Y > 50
Y = 50

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = 1
Attr = S, HP
Damage = Ceil(Parent,FVar(0)*(45-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*4)
AnimType  = Hard
HitFlag = MAF
GuardFlag = MA
Priority  = 2, Dodge
PauseTime = 5,IfElse(P2MoveType = A,12,2)
Guard.PauseTime = 5,2
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 8
Ground.HitTime  = 8
Air.HitTime = 8
Ground.Velocity = -1.2,-6.8
Guard.Velocity = -6.5
Air.Velocity = -1.2*Parent,Var(50),IfElse(Parent,Var(50)=1,-6.8,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.4,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
EnvShake.Time = 6
EnvShake.Ampl = 4
EnvShake.Freq = 60
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*22),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*11)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(45-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 1))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-60-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = MoveContact = 1
Value = 3007
Persistent = 1
IgnoreHitPause = 1

[State -1]
Type = DestroySelf
Trigger1 = Time > 1
Trigger1 = FrontEdgeDist <= -40
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ホウマツムゲンヘルパー2
[Statedef 3007]
Type = A
MoveType = A
Physics = N
SprPriority = 5
VelSet = 0,0
Ctrl = 0
Anim = 3007


[State 1000, 0]
type = PalFX
trigger1 = time >= 0
time = 1
add = 0,0,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 200


[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = MoveHitReset
Trigger1 = Time = 0
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = [0,60]
Value = s3000,5
Channel = 1
IgnoreHitPause = 1
Persistent = 10

[State -1]
Type = Helper
Trigger1 = Time = [10,60]
StateNo = 3008
ID = 3008
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 10

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = Time %5= 0
Attr = S, HP
Damage = Ceil(Parent,FVar(0)*(50-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*5)
AnimType  = Hard
HitFlag = MAF
GuardFlag = MA
Priority  = 2, Dodge
PauseTime = 0,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 0,4
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 14
Ground.HitTime  = 14
Air.HitTime = 14
Ground.Velocity = -7
Guard.Velocity = -8.5
Air.Velocity = -2.4*Parent,Var(50),IfElse(Parent,Var(50)=1,-7.2,Parent,FVar(25))
AirGuard.Velocity = -3,-1.2
Down.Velocity = -4.8,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
EnvShake.Time = 6
EnvShake.Ampl = 4
EnvShake.Freq = 60
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*22),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*11)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 1
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 2
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 3
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 4
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 5
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 6
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 7
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 8
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 9
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 10
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 11
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 12
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 13
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = HitCount = 14
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(50-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 4))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 5))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 6))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 7))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 8))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 9))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 10))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 11))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 12))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 13))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 14))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 1))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 2))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 3))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 4))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 5))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 6))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 7))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 8))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 9))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 10))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 11))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 12))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 13))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = ((MoveHit = 1 && HitCount = 14))
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-80-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time >= 70
Trigger1 = NumHelper(3008) = 0
Trigger2 = FrontEdgeDist <= -40
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ホウマツムゲンヘルパー3
[Statedef 3008]
Type = A
MoveType = A
Physics = N
SprPriority = 5
VelSet = 0,0
Ctrl = 0
Anim = 3007


[State 1000, 0]
type = PalFX
trigger1 = time >= 0
time = 1
add = 0,0,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 200


[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 2500
ID = 3056
PosType = p1
Pos = 100+Floor((Random/25)*IfElse(Var(2)=1,1,-1)),Floor((Random/25)*IfElse(Var(2)=1,1,-1))-30
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = 0,1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosAdd
Trigger1 = Time = 0
X = 10+Floor((Random/25)*IfElse(Var(2)=1,1,-1))
Y = Floor((Random/25)*IfElse(Var(2)=1,1,-1))

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,359
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(3)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 68
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

; ホウマツムゲンヘルパー0
[Statedef 30065]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Ctrl = 0
Anim = 30061


[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VelAdd
Trigger1 = Vel X < 12
X = .1

[State -1]
Type = VelSet
Trigger1 = Vel X >= 12
X = 12

[State -1]
Type = VelAdd
TriggerAll = Time >= 6
Trigger1 = Command = "holddown"
Trigger1 = Vel Y < 6
Y = .2

[State -1]
Type = VelSet
TriggerAll = Time >= 6
Trigger1 = Vel Y >= 6
Y = 6

[State -1]
Type = VelAdd
TriggerAll = Time >= 6
Trigger1 = Pos Y <= 50
Trigger1 = Command = "holdup"
Trigger1 = Vel Y > -6
Y = -.2



[State -1]
Type = VelSet
TriggerAll = Time >= 6
Trigger1 = Pos Y <= 50
Trigger1 = Vel Y <= -6
Y = -6

[State -1]
Type = VelSet
TriggerAll = Time >= 6
Trigger1 = Pos Y > 50
Y = 0

[State -1]
Type = PosSet
TriggerAll = Time >= 6
Trigger1 = Pos Y > 50
Y = 50

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = movecontact = 0
Attr = S, HP
Damage = Ceil(Parent,FVar(0)*(45-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*4)
AnimType  = Low
HitFlag = MAF
GuardFlag = MA
Priority  = 2, Dodge
PauseTime = 5,IfElse(P2MoveType = A,12,2)
Guard.PauseTime = 5,2
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = Low
Air.Type = High
Ground.SlideTime = 8
Ground.HitTime  = 8
Air.HitTime = 8
Ground.Velocity = -1.2
Guard.Velocity = -6.5
Air.Velocity = -1.2*Parent,Var(50),IfElse(Parent,Var(50)=1,-5.8,Parent,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.4,-2.5
SprPriority = 5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 0
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 25
EnvShake.Time = 6
EnvShake.Ampl = 4
EnvShake.Freq = 60
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*22),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*11)
p2stateno = 3060

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(45-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ParentVarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = ParentVarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-60-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = changestate
Trigger1 = Time >= 6
Trigger1 = parent,movetype = H
value = 3007
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = MoveHit
Trigger2 = FrontEdgeDist <= -40
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999





; コチョウノユメヘルパー1


[Statedef 30569]
Type = S
MoveType = A
Physics = N
SprPriority = -100
Anim = 24301
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
add = -20,-20,-20
color = 50
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999





[State -1]
Type = DestroySelf
Trigger1 = time = 210
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999






[Statedef 30561]
Type = A
MoveType = A
Physics = N
SprPriority = -2
Anim = 3060

[State -1]
Type = PosSet
Trigger1 = 1
X = 0
Y = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 3056
ID = 3056
PosType = Left
Pos = 172,210
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = -2
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = HitDef
;TriggerAll = Parent,Var(25)/10%10 < 3
;TriggerAll = Facing + EnemyNear,Facing = 0
;Trigger1 =! MoveContact
;Trigger1 =! MoveReversed
;Trigger1 = Parent,StateNo = 3050
Trigger1 = Time >= 1
Attr = S, HP
Damage = 0
AnimType  = Low
HitFlag = MAFD
GuardFlag = 
Priority  = 2, Dodge
PauseTime = 1,IfElse(P2MoveType = A,1,1)
HitSound   = -1
GuardSound = -1
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = low
Air.Type = High
Ground.SlideTime = 22
Ground.HitTime  = 22
Air.HitTime = 22
Ground.Velocity = 0,0
Guard.Velocity = -7
Air.Velocity = 0,0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Kill = 0
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*25),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*12)
hitonce = 1
p2stateno = 3060

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
;Trigger1 = Parent,StateNo = 3050
Trigger1 = MoveHit
Value = 3060
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
;Trigger1 = Parent,StateNo = 3050
Trigger1 = MoveHit
Value = 3057
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = NumExplod(3056) = 0
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; コチョウノユメヘルパー2
[Statedef 3057]
Type = A
MoveType = A
Physics = N
SprPriority = -2

[State -1]
Type = Explod
Trigger1 = Time = 30
Anim = 3057
ID = 3057
PosType = Left
Pos = 0,0
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [116,206]
FV = 1
Value = 0.001

[State -1]
Type = VarAdd
Trigger1 = Time = [116,135]
V = 7
Value = -9
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = Time = [116,135]
Time = 1
Add = 255+Var(7),255+Var(7),255+Var(7)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 116
Anim = 10003
ID = 10003
PosType = Left
Pos = 160,240
Scale = 0.56-FVar(1),0.56-FVar(1)
RemoveTime = 95
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 0
SprPriority = 6
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time >= 117
ID = 10003
Scale = 0.56-FVar(1),0.56-FVar(1)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = null;PlaySnd
Trigger1 = Time = 70
Trigger2 = Time = 79
Trigger3 = Time = 88
Trigger4 = Time = 97
Trigger5 = Time = 106
Trigger6 = Time = 115
Trigger7 = Time = 124
Trigger8 = Time = 133
Trigger9 = Time = 142
Trigger10 = Time = 151
Trigger11 = Time = 160
Trigger12 = Time = 169
Trigger13 = Time = 178
Trigger14 = Time = 187
Trigger15 = Time = 196
Trigger16 = Time = 205
Value = s10, 5
Channel = 6
Volume = 255

[State -1]
Type = HitAdd
Trigger1 = Time = 70
Trigger2 = Time = 79
Trigger3 = Time = 88
Trigger4 = Time = 97
Trigger5 = Time = 106
Trigger6 = Time = 115
Trigger7 = Time = 124
Trigger8 = Time = 133
Trigger9 = Time = 142
Trigger10 = Time = 151
Trigger11 = Time = 160
Trigger12 = Time = 169
Trigger13 = Time = 178
Trigger14 = Time = 187
Trigger15 = Time = 196
Trigger16 = Time = 205
Value = 1

[State -1]
Type = ParentVarAdd
Trigger1 = Time = 0
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 2
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 3
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 4
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 5
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 6
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 7
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 8
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 9
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 10
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 11
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 12
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 13
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 14
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 15
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 16
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = [70,205]
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 30
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
TriggerAll = Var(5)   = 31
Trigger1 = Time = 70
Trigger2 = Time = 79
Trigger3 = Time = 88
Trigger4 = Time = 97
Trigger5 = Time = 106
Trigger6 = Time = 115
Trigger7 = Time = 124
Trigger8 = Time = 133
Trigger9 = Time = 142
Trigger10 = Time = 151
Trigger11 = Time = 160
Trigger12 = Time = 169
Trigger13 = Time = 178
Trigger14 = Time = 187
Trigger15 = Time = 196
Trigger16 = Time = 205
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = Parent,FVar(22) = 1
Trigger1 = Time = 71
Trigger2 = Time = 80
Trigger3 = Time = 89
Trigger4 = Time = 98
Trigger5 = Time = 107
Trigger6 = Time = 116
Trigger7 = Time = 125
Trigger8 = Time = 134
Trigger9 = Time = 143
Trigger10 = Time = 152
Trigger11 = Time = 161
Trigger12 = Time = 170
Trigger13 = Time = 179
Trigger14 = Time = 188
Trigger15 = Time = 197
Trigger16 = Time = 206
Value = Floor((Parent,FVar(0)/(1.00-(0.08*Parent,FVar(4)))*(30-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = 70
Trigger2 = Time = 79
Trigger3 = Time = 88
Trigger4 = Time = 97
Trigger5 = Time = 106
Trigger6 = Time = 115
Trigger7 = Time = 124
Trigger8 = Time = 133
Trigger9 = Time = 142
Trigger10 = Time = 151
Trigger11 = Time = 160
Trigger12 = Time = 169
Trigger13 = Time = 178
Trigger14 = Time = 187
Trigger15 = Time = 196
Trigger16 = Time = 205
Value = -Ceil(Parent,FVar(0)/(1.00-(0.08*Parent,FVar(4)))*(30-Parent,Var(4)%2))
Kill = 0

[State -1]
Type = TargetPowerAdd
Trigger1 = Time = 70
Trigger2 = Time = 79
Trigger3 = Time = 88
Trigger4 = Time = 97
Trigger5 = Time = 106
Trigger6 = Time = 115
Trigger7 = Time = 124
Trigger8 = Time = 133
Trigger9 = Time = 142
Trigger10 = Time = 151
Trigger11 = Time = 160
Trigger12 = Time = 169
Trigger13 = Time = 178
Trigger14 = Time = 187
Trigger15 = Time = 196
Trigger16 = Time = 205
Value = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*11)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetState
Trigger1 = Time = 0
Value = 3060
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = TargetBind
trigger1 = time = 200
id = -1
pos = parent,pos x+ifelse(parent,facing = 1,50,-50),parent,pos y-20
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999




[State -1]
Type = TargetState
Trigger1 = Time = 216
Value = 3061
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = Parent,FVar(22) = 1
Trigger1 = Time = 217
Value = Floor(5/(Enemy,Const(Data.Defence)/100)*0.3)
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = 216
Value = -5
Kill = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 216
Value = s1100,0 
Channel = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = NumHelper(8500) = 0
Trigger1 = time = 216
StateNo = 8500
ID = 8500
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = PlaySnd
Trigger1 = Time = 216
Value = s3000, 1
Channel = 7
Volume = 255



[State -1]
Type = PlaySnd
Trigger1 = Time = 216
Value = s1100, 0
Channel = 3
Volume = 255


[State -1]
Type     = Pause
Trigger1 = Time = [217,230]
Time     = 2


[State -1]
Type = VarAdd
Trigger1 = Time = [186,213]
V = 8
Value = 4
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [213,240]
V = 8
Value = -4
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = AllPalFx
Trigger1 = Time = [166,240]
Time = 1
Add = Var(8),Var(8),Var(8)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = NumExplod(3057) = 0
trigger1 = time = 240
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; クリームパフドリームレムヘルパー
[Statedef 3105]
Type = A
MoveType = A
Physics = N
SprPriority = 4
Anim = 926

[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VelSet
Trigger1 = Time >= 0
Y = 12
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 =! MoveContact
Trigger1 =! MoveReversed
Trigger1 = Time >= 1
Attr = A, HP
Damage = Ceil(Parent,FVar(0)*(40-Parent,Var(4)%2)),Ceil(Parent,FVar(1)*4)
HitFlag = MAFD
GuardFlag = HA
Priority = 2, Dodge
PauseTime = 9,IfElse(P2MoveType = A,19,9)
Guard.PauseTime = 9,9
HitSound   = s10,2
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = s161
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 18
P2StateNo = 3120
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Kill = 0
Guard.Kill = 0
GetPower = 0, 0
GivePower = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*40),Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*20)

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
Trigger1 = Parent,FVar(22) = 1
Value = Floor((Parent,FVar(0)*(40-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
Trigger1 = Var(5)   = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-40
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 20
Value = 3106

[State -1]
Type = DestroySelf
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 20
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; クリームパフドリームレムヘルパー2
[Statedef 3106]
Type = A
MoveType = A
Physics = N
SprPriority = 4
Anim = 927
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = Time > 89
V = 3
Value = 12

[State -1]
Type = Trans
Trigger1 = Time = [87,89]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time > 89
Trans = AddAlpha
Alpha = 255-Var(3),255

[State -1]
Type = VarSet
Trigger1 = Time = 18
FV = 1
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 18
FV = 2
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [1,14]
FV = 1
Value = 0.02
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [1,14]
FV = 2
Value = -0.005
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [18,23]
FV = 1
Value = -0.08
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [18,23]
FV = 2
Value = 0.035
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [25,36]
FV = 1
Value = 0.04
Persistent = 2

[State -1]
Type = VarAdd
Trigger1 = Time = [25,36]
FV = 2
Value = -0.0175
Persistent = 2

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 1.00+FVar(1),1.00+FVar(2)

[State -1]
Type = Helper
Trigger1 = Time = 22
ID = 3107
PosType = P2
Pos = -30,-280
StateNo = 3107
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 28
ID = 3108
PosType = P2
Pos = 30,-280
StateNo = 3108
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 34
ID = 3109
PosType = P2
Pos = -140,-280
StateNo = 3109
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 40
ID = 3110
PosType = P2
Pos = -180,-280
StateNo = 3110
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 46
ID = 3111
PosType = P2
Pos = 135,-280
StateNo = 3111
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 52
ID = 3112
PosType = P2
Pos = 170,-280
StateNo = 3112
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 22
ID = 3107
PosType = P2
Pos = -60,-480
StateNo = 3107
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 28
ID = 3108
PosType = P2
Pos = 60,-480
StateNo = 3108
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = HitAdd
Trigger1 = Time = 37
Value = 1
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = HitAdd
Trigger1 = Time = [42,62]
Value = 2
IgnoreHitPause = 0
Persistent = 5

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 2
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 3
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 4
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 5
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 6
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 7
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 8
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 9
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 10
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 11
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = ParentVarAdd
Trigger1 = HitCount= 12
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarRandom
Trigger1 = HitCount = 1
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 2
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 3
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 4
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 5
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 6
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 7
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 8
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 9
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 10
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 11
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = HitCount = 12
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 5
Value = Var(5)
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = BGPalFx
TriggerAll = Var(5)   = 31
Trigger1 = HitCount = 2
Trigger2 = HitCount = 4
Trigger3 = HitCount = 6
Trigger4 = HitCount = 8
Trigger5 = HitCount = 10
Trigger6 = HitCount = 12
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = TargetLifeAdd
TriggerAll = P2Life != 0
TriggerAll = FVar(21) > P2Life
TriggerAll = Parent,FVar(22) = 1
Trigger1 = Time = [43,63]
Value = Floor((Parent,FVar(0)/(1.00-(0.08*Parent,FVar(4)))*(80-Parent,Var(4)%2)/(Enemy,Const(Data.Defence)*0.01)*0.3))
IgnoreHitPause = 1
Persistent = 5

[State -1]
Type = VarSet
Trigger1 = 1
FV = 21
Value = P2Life
IgnoreHitPause = 1

[State -1]
Type = TargetLifeAdd
Trigger1 = Time = [42,62]
Value = -Ceil(Parent,FVar(0)/(1.00-(0.08*Parent,FVar(4)))*(80-Parent,Var(4)%2))
Kill = IfElse(Time>=62,1,0)
IgnoreHitPause = 0
Persistent = 5

[State -1]
Type = TargetPowerAdd
Trigger1 = Time = [32,57]
Value = Ceil(IfElse(Parent,FVar(16)=0,1,Parent,FVar(16))*30)
IgnoreHitPause = 0
Persistent = 5

[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s930, 0
Channel = 1

[State -1]
Type = TargetState
Trigger1 = Time = 95
Value = 3121
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 109
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; クリームパフドリームレムフォークヘルパー
[Statedef 3107]
Type = A
MoveType = A
Physics = N
SprPriority = 3
Anim = 3107

[State -1]
Type = VarAdd
Trigger1 = Time > 67
V = 3
Value = 12

[State -1]
Type = Trans
Trigger1 = Time = [65,68]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time > 67
Trans = AddAlpha
Alpha = 255-Var(3),255

[State -1]
Type = VarRandom
Trigger1 = AnimElem >= 1
V = 1
Range = 0,20
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,100]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = PosAdd
Trigger1 = Pos Y <= -120
Y = 15
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Pos Y >= -120
Value = s20,0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Pos Y >= -120
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-40
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = DestroySelf
Trigger1 = Time = 87
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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



; ホウマツムゲンヘルパー1
[Statedef 8058]
Type = A
MoveType = A
Physics = N
SprPriority = 5
Ctrl = 0
Anim = 8058
ontop = 1


[State -1]
Type = PosSet
Trigger1 = Time = 0
Y = -Ceil(ScreenPos Y+Pos Y)
PosType = left
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 1000, 0]
type = PalFX
trigger1 = time >= 34
time = 1
add = 20,0,20
mul = 256,256,256
sinadd = 20,0,80,80
invertall = 0
color = 256
persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1


[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = DestroySelf
Trigger1 = Time = 100
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999




;クリームパフドリームレムナイフヘルパー
[Statedef 3108]
Type = A
MoveType = A
Physics = N
SprPriority = 3
Anim = 3108

[State -1]
Type = VarAdd
Trigger1 = Time > 61
V = 3
Value = 12

[State -1]
Type = Trans
Trigger1 = Time = [59,61]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time > 61
Trans = AddAlpha
Alpha = 255-Var(3),255

[State -1]
Type = VarRandom
Trigger1 = AnimElem = 1
V = 1
Range = 0,-20
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,100]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = PosAdd
Trigger1 = Pos Y <= -120
Y = 15
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Pos Y >= -120
Value = s20,0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Pos Y >= -120
StateNo = 6003
ID = 6003
PosType = P2
Pos = 10,-20
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = DestroySelf
Trigger1 = Time = 72
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; クリームパフドリームレムフォークヘルパー2
[Statedef 3109]
Type = A
MoveType = A
Physics = N
SprPriority = 3
Anim = 3107

[State -1]
Type = VarAdd
Trigger1 = Time > 55
V = 3
Value = 20

[State -1]
Type = Trans
Trigger1 = Time = [53,55]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time > 55
Trans = AddAlpha
Alpha = 255-Var(3),255

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 21,45
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,100]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = PosAdd
Trigger1 = Pos Y <= -120
X = 8
Y = 15
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Pos Y >= -120
Value = s20,0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Pos Y >= -120
StateNo = 6003
ID = 6003
PosType = P2
Pos = -10,-20
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = DestroySelf
Trigger1 = Time = 75
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;クリームパフドリームレムナイフヘルパー2
[Statedef 3110]
Type = A
MoveType = A
Physics = N
SprPriority = 3
Anim = 3108

[State -1]
Type = VarAdd
Trigger1 = Time > 49
V = 3
Value = 12

[State -1]
Type = Trans
Trigger1 = Time = [47,49]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time > 49
Trans = AddAlpha
Alpha = 255-Var(3),255

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 21,45
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,100]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = PosAdd
Trigger1 = Pos Y <= -120
X = 8
Y = 15
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Pos Y >= -120
Value = s20,0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Pos Y >= -120
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-40
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = DestroySelf
Trigger1 = Time = 69
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; クリームパフドリームレムフォークヘルパー3
[Statedef 3111]
Type = A
MoveType = A
Physics = N
SprPriority = 3
Anim = 3107

[State -1]
Type = VarAdd
Trigger1 = Time > 43
V = 3
Value = 12

[State -1]
Type = Trans
Trigger1 = Time = [41,43]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time > 43
Trans = AddAlpha
Alpha = 255-Var(3),255

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -21,-45
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,100]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = PosAdd
Trigger1 = Pos Y <= -120
X = -8
Y = 15
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Pos Y >= -120
Value = s20,0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Pos Y >= -120
StateNo = 6003
ID = 6003
PosType = P2
Pos = -10,-20
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = DestroySelf
Trigger1 = Time = 63
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;クリームパフドリームレムナイフヘルパー3
[Statedef 3112]
Type = A
MoveType = A
Physics = N
SprPriority = 3
Anim = 3108

[State -1]
Type = VarAdd
Trigger1 = Time > 37
V = 3
Value = 12

[State -1]
Type = Trans
Trigger1 = Time = [35,37]
Trans = Add

[State -1]
Type = Trans
Trigger1 = Time > 37
Trans = AddAlpha
Alpha = 255-Var(3),255

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = -21,-45
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AngleDraw
Trigger1 = Time = [0,100]

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = PosAdd
Trigger1 = Pos Y <= -120
X = -8
Y = 15
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = PlaySnd
Trigger1 = Pos Y >= -120
Value = s20,0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Pos Y >= -120
StateNo = 6003
ID = 6003
PosType = P2
Pos = 10,-20
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = DestroySelf
Trigger1 = Time = 57
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;クリームパフドリームレムヘルパー P2
[Statedef 3120]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

[State -1]
Type = PosAdd
Trigger1 = Time >= 2
Trigger1 = Pos Y <= 0
Y = 8

;---------------------------------------------------------------------------
;クリームパフドリームレムヘルパー P2
[Statedef 3121]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State -1] 
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 30
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5061)
Trigger1 = Time = 18
Value = 5061

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 18
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 18
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 18
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] 
Type = VelSet
Trigger1 = Time = 3
Y = -8 

[State -1] 
Type = VelAdd
Trigger1 = Time >= 6
Y = .38

[State -1] 
Type = SelfState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 5100 

;---------------------------------------------------------------------------
;レデュース残像ヘルパー
[Statedef 22005]
Type = A
Physics = N
SprPriority = 5

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 2
V = 7
Value = 16

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-Var(7),128+Var(7)*2

[State -1]
Type = VarAdd
Trigger1 = Time >= 1
FV = 1
Value = 0.05

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 1.00+FVar(1),1.00+FVar(1)

[State -1]
Type = VelSet
Trigger1 = Time >= 0
X = -0.2
Y = 1.4

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = Parent,Anim

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = Parent,AnimElemNo(0)

[State -1]
Type = ChangeAnim
Trigger1 = 1
Value = Var(1)
Elem  = Var(2)

[State -1]
Type = AssertSpecial
Trigger1 = Time = 0
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 15
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ゲージ選択
[Statedef 24000]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 0

[State -1]
Type = BindToParent
Trigger1 = 1
Pos = -35*(Facing*Parent,Facing),-52

[State -1]
Type = VarSet
Trigger1 = 1
V = 1
Value = Floor(60*Cos(0.2*Time))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = 1
Time = 9999
Add = 0+Var(1),0+Var(1),0+Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = RoundState <= 1
Trigger1 = Parent,Var(26) = 0
Trigger1 = NumExplod(24010) = 0
Anim = 24010
PosType = P1
Pos = 0, 0
BindTime = -1
RemoveTime = -1
Scale = 0.55,0.55
Facing = IfElse(TeamSide=1,1,-1)
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 24010

[State -2]
Type = Explod
TriggerAll = RoundState <= 1
Trigger1 = Parent,Var(26) = 1
Trigger1 = NumExplod(24020) = 0
Anim = 24020
PosType = P1
Pos = 0, 0
BindTime = -1
RemoveTime = -1
Scale = 0.55,0.55
Facing = IfElse(TeamSide=1,1,-1)
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 24020

[State -2]
Type = Explod
TriggerAll = RoundState <= 1
Trigger1 = Parent,Var(26) = 2
Trigger1 = NumExplod(24030) = 0
Anim = 24030
PosType = P1
Pos = 0, 0
BindTime = -1
RemoveTime = -1
Scale = 0.55,0.55
Facing = IfElse(TeamSide=1,1,-1)
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 24030

[State -2]
Type = Explod
TriggerAll = RoundState <= 1
Trigger1 = Parent,Var(26) = 3
Trigger1 = NumExplod(24040) = 0
Anim = 24040
PosType = P1
Pos = 0, 0
BindTime = -1
RemoveTime = -1
Scale = 0.55,0.55
Facing = IfElse(TeamSide=1,1,-1)
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 24040

[State -2]
Type = RemoveExplod
Trigger1 = Parent,Var(26) != 0
Trigger2 = Parent,Var(0)/1000%10 = 1
Trigger3 = RoundState = 2
Trigger4 = Parent,Command = "recovery"
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 24010
Persistent = 1

[State -2]
Type = RemoveExplod
Trigger1 = Parent,Var(26) != 1
Trigger2 = Parent,Var(0)/1000%10 = 1
Trigger3 = RoundState = 2
Trigger4 = Parent,Command = "recovery"
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 24020
Persistent = 1

[State -2]
Type = RemoveExplod
Trigger1 = Parent,Var(26) != 2
Trigger2 = Parent,Var(0)/1000%10 = 1
Trigger3 = RoundState = 2
Trigger4 = Parent,Command = "recovery"
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 24030
Persistent = 1

[State -2]
Type = RemoveExplod
Trigger1 = Parent,Var(26) != 3
Trigger2 = Parent,Var(0)/1000%10 = 1
Trigger3 = RoundState = 2
Trigger4 = Parent,Command = "recovery"
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 24040
Persistent = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = PlaySnd
Trigger1 = NumExplod(24010) = 0 && NumExplod(24020) = 0 && NumExplod(24030) = 0 && NumExplod(24040) = 0
Value = s24000, 1
Channel = 2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
TriggerAll = NumExplod(24010) = 0 && NumExplod(24020) = 0 && NumExplod(24030) = 0 && NumExplod(24040) = 0
Trigger1 = Parent,Var(0)/1000%10 = 1
Trigger2 = Parent,Command = "recovery"
Trigger3 = RoundState = 2
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ゲージ
[Statedef 25000]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 0

[State -1]
Type = VarSet
Trigger1 = P2StateNo = 5120
V = 59
Value = 9
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Var(59) > 0
Trigger1 = P2StateNo != 5120
V = 59
Value = -1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PosSet
Trigger1 = 1
X = Ceil(EnemyNear(Parent,Var(57)),Pos X)-10*Facing
Y = Ceil(EnemyNear(Parent,Var(57)),Pos Y)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Turn
Trigger1 = Facing = EnemyNear(Parent,Var(57)),Facing
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
V = 1
Value = Floor(60+45*Cos(0.1*Time))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Parent,Var(13) > 0 || Parent,Var(14) != 0
V = 1
Value = Floor(60+45*Cos(0.15*Time))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Parent,Var(13) = -1
V = 1
Value = Floor(60+45*Cos(0.2*Time))
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Trigger1 = Power = [0,999]
Time = 9999
Add = -32+Var(1),-255+Var(1),-255+Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Trigger1 = Power = [1000,1999]
Time = 9999
Add = -32+Var(1),-32+Var(1),-255+Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Trigger1 = Power >= 2000
Time = 9999
Add = -255+Var(1),-32+Var(1),-255+Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = Parent,Var(13) = 1 && Parent,Var(14) = 0
Time = 9999
Add = 0+Var(1),-80+Var(1),-255+Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 1
Time = 9999
Add = -200+Var(1),-200+Var(1),-64+Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
Trigger1 = Parent,Var(13) = -1
Time = 9999
Add = -120+Var(1),-120+Var(1),-120+Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Time >= 1
TriggerAll = TeamSide = 1
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Power > 0
Trigger1 = NumExplod(25030) = 0
Anim = 25030
PosType = Left
Pos = 8, 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = IfElse(Parent,Var(26)=1,0.535,0.537),IfElse(Parent,Var(26)=1,0.5,0.54)
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25030
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Time >= 1
TriggerAll = TeamSide = 2
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Power > 0
Trigger1 = NumExplod(25031) = 0
Anim = 25031
PosType = Right
Pos = -8, 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = IfElse(Parent,Var(26)=1,0.535,0.54),IfElse(Parent,Var(26)=1,0.5,0.54)
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25031
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Time >= 1
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Power > 0
Trigger1 = NumExplod(25030) = 0
Anim = 27030+(TeamSide-1)
PosType = Left
Pos = IfElse(TeamSide=1,12,308), 221-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 6
ID = 25030
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Time >= 1
TriggerAll = Parent,Var(26) = 3
Trigger1 = Parent,Var(51) = 0
Trigger1 = Power > 0
Trigger1 = NumExplod(25030) = 0
Anim = 28030+(TeamSide-1)
PosType = Left
Pos = IfElse(TeamSide=1,11,309), 221-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 7
ID = 25030
Persistent = 1

[State -2]
Type = ModifyExplod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Power <= 3000
Trigger1 = TeamSide = 1
Trigger1 = NumExplod(25030) > 0
Scale = IfElse(Parent,Var(26)=1,0.535,0.537)*Power/3000,IfElse(Parent,Var(26)=1,0.5,0.54)
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25030
Persistent = 1

[State -2]
Type = ModifyExplod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Power <= 3000
Trigger1 = TeamSide = 2
Trigger1 = NumExplod(25031) > 0
Scale = IfElse(Parent,Var(26)=1,0.535,0.54)*Power/3000,IfElse(Parent,Var(26)=1,0.5,0.54)
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25031
Persistent = 1

[State -2]
Type = ModifyExplod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Power >= 3000
Trigger1 = TeamSide = 1
Trigger1 = NumExplod(25030) > 0
Scale = IfElse(Parent,Var(26)=1,0.535,0.537)*1,IfElse(Parent,Var(26)=1,0.5,0.54)
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25030
Persistent = 1

[State -2]
Type = ModifyExplod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Power >= 3000
Trigger1 = TeamSide = 2
Trigger1 = NumExplod(25031) > 0
Scale = IfElse(Parent,Var(26)=1,0.535,0.54)*1,IfElse(Parent,Var(26)=1,0.5,0.54)
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25031
Persistent = 1

[State -2]
Type = RemoveExplod
Trigger1 = Power = 0
Trigger1 = NumExplod(25030) > 0
Trigger2 = Parent,Var(51) > 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25030
Persistent = 1

[State -2]
Type = RemoveExplod
Trigger1 = Power = 0
Trigger1 = NumExplod(25031) > 0
Trigger2 = Parent,Var(51) > 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25031
Persistent = 1

[State -2]
Type = ModifyExplod
TriggerAll = Parent,Var(26) = [2,3]
Trigger1 = Power <= 3000
Trigger1 = NumExplod(25030) > 0
Scale = 0.5*Power/3000,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25030
Persistent = 1

[State -2]
Type = ModifyExplod
TriggerAll = Parent,Var(26) = [2,3]
Trigger1 = Power >= 3000
Trigger1 = NumExplod(25030) > 0
Scale = 0.5*1,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 25030
Persistent = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Parent,Var(0)/1000%10 = 1
Trigger2 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ゲージロゴ
[Statedef 25010]
Type = A
Physics = N
Velset = 0,0
SprPriority = 6

[State -1]
Type = PalFx
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0 && Parent,Var(51) = 0
Trigger1 = Parent,FVar(16) != 1.00
Time = 1
Color = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFx
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(13) != 0 || Parent,Var(14) != 0 || Parent,Var(51) != 0
Trigger1 = Time %6 = 0
Time = 2
Add = 128,128,128
IgnoreHitPause = 1
Persistent = 2
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Anim = IfElse(Parent,Var(26)=1,25040,26040)+Power%10
PosType = Left
Pos = IfElse(TeamSide=1,114,208), 230-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 25040
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Anim = IfElse(Parent,Var(26)=1,25140,26140)+Power/10%10
PosType = Left
Pos = IfElse(TeamSide=1,106,200), 227-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 25041
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Trigger1 = Power >= 100
Anim = IfElse(Parent,Var(26)=1,25140,26140)+Power/100%10
PosType = Left
Pos = IfElse(TeamSide=1,98,192), 227-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 25042
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Trigger1 = Power >= 1000
Anim = IfElse(Parent,Var(26)=1,25140,26140)+Power/1000%10
PosType = Left
Pos = IfElse(TeamSide=1,90,184), 227-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 25043
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Anim = 27040+Power%10
PosType = Left
Pos = IfElse(TeamSide=1,33,287), 232-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25040
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Anim = 27140+Power/10%10
PosType = Left
Pos = IfElse(TeamSide=1,26,280), 230-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25041
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Parent,Var(13) = 0 && Parent,Var(14) = 0
Trigger1 = Power >= 100
Anim = 27140+Power/100%10
PosType = Left
Pos = IfElse(TeamSide=1,19,273), 230-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25042
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Power >= 1000
Anim = 27140+Power/1000%10
PosType = Left
Pos = IfElse(TeamSide=1,12,266), 230-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25043
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 3
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Anim = 28040+Power%10
PosType = Left
Pos = IfElse(TeamSide=1,33,287), 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25040
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 3
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Anim = 28140+Power/10%10
PosType = Left
Pos = IfElse(TeamSide=1,28,282), 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25041
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 3
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Power >= 100
Anim = 28140+Power/100%10
PosType = Left
Pos = IfElse(TeamSide=1,23,277), 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25042
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 3
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(0)/1000%10 = 0
Trigger1 = Power >= 1000
Anim = 28140+Power/1000%10
PosType = Left
Pos = IfElse(TeamSide=1,18,272), 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 8
ID = 25043
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(14) != 0 || Parent,Var(13) != 0 || Parent,Var(51) != 0
ID = 25040
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(14) != 0 || Parent,Var(13) != 0 || Parent,Var(51) != 0
ID = 25041
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(14) != 0 || Parent,Var(13) != 0 || Parent,Var(51) != 0
ID = 25042
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(14) != 0 || Parent,Var(13) != 0 || Parent,Var(51) != 0
ID = 25043
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) > 0
Trigger1 = NumExplod(25050) = 0
Anim = 25050
PosType = Left
Pos = IfElse(TeamSide=1,91,194), 226-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25050
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(15) < 10
Trigger1 = Parent,Var(13) = 1
Trigger1 = NumExplod(25052) = 0
Anim = 25051
PosType = Left
Pos = IfElse(TeamSide=1,94,205), 227-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25052
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(14) = 1
Trigger1 = NumExplod(25054) = 0
Anim = 25052
PosType = Left
Pos = IfElse(TeamSide=1,94,202), 227-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25054
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(13) = -1
Trigger1 = NumExplod(25056) = 0
Anim = 25053
PosType = Left
Pos = IfElse(TeamSide=1,94,167), IfElse(Parent,Var(26)=1,228,227)-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25056
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) < 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(15) = 10
Trigger1 = Parent,Var(13) = 1
Trigger1 = NumExplod(25058) = 0
Anim = 25054
PosType = Left
Pos = IfElse(TeamSide=1,95,178), IfElse(Parent,Var(26)=1,227,226)-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25058
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) > 0
Trigger1 = NumExplod(25050) = 0
Anim = 25050
PosType = Left
Pos = IfElse(TeamSide=1,15,269), 227-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25050
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(15) < 10
Trigger1 = Parent,Var(13) = 1
Trigger1 = NumExplod(25052) = 0
Anim = 25051
PosType = Left
Pos = IfElse(TeamSide=1,16,282), 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 9
ID = 25052
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(14) = 1
Trigger1 = NumExplod(25054) = 0
Anim = 25052
PosType = Left
Pos = IfElse(TeamSide=1,16,279), 229-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 9
ID = 25054
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(13) = -1
Trigger1 = NumExplod(25056) = 0
Anim = 25053
PosType = Left
Pos = IfElse(TeamSide=1,16,244), 230-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 9
ID = 25056
Persistent = 1

[State -2]
Type = Explod
TriggerAll = Parent,Var(26) = 2
Trigger1 = Parent,Var(51) = 0
Trigger1 = Parent,Var(15) = 10
Trigger1 = Parent,Var(13) = 1
Trigger1 = NumExplod(25058) = 0
Anim = 25054
PosType = Left
Pos = IfElse(TeamSide=1,16,255), 228-Floor(Parent,Var(0)/1000000)
BindTime = -1
RemoveTime = -1
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 9
ID = 25058
Persistent = 1

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(51) = 0
ID = 25050
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(13) != 1 || Parent,Var(51) > 0
ID = 25052
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(14) = 0 || Parent,Var(51) > 0
ID = 25054
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(13) = 0 || Parent,Var(51) > 0
ID = 25056
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = RemoveExplod
TriggerAll = Parent,Var(26) < 3
Trigger1 = Parent,Var(13) != 1 || Parent,Var(51) > 0
ID = 25058
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Parent,Var(0)/1000%10 = 1
Trigger2 = RoundState = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; パーフェクト
[Statedef 30000]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Trigger1 = TeamMode = Single || TeamMode = Turns
Value = s30000, 0

[State -1]
Type = VarAdd
Trigger1 = Time = [2,31]
FV = 1
Value = 0.005

[State -1]
Type = VarAdd
Trigger1 = Time = [3,42]
V = 1
Value = 5

[State -1]
Type = VarAdd
Trigger1 = Time = [71,80]
FV = 2
Value = 0.095

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 210-Var(1),210-Var(1),210-Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30000) = 0
Anim = 30000
PosType = Left
Pos = 160, 112
BindTime = -1
RemoveTime = 80
Scale = 1.15,1.15
Ownpal = 0
SprPriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30000

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30005) = 0
Anim = 30005
PosType = Left
Pos = 160, 110
BindTime = -1
RemoveTime = 80
Scale = 1.15,1.15
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 30005

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30000
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30000
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30005
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30005
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; アークドライブフィニッシュ
[Statedef 30001]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s30001, 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [2,31]
FV = 1
Value = 0.005

[State -1]
Type = VarAdd
Trigger1 = Time = [3,42]
V = 1
Value = 5

[State -1]
Type = VarAdd
Trigger1 = Time = [71,80]
FV = 2
Value = 0.095

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 210-Var(1),210-Var(1),210-Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30001) = 0
Anim = 30001
PosType = Left
Pos = 160, 120
BindTime = -1
RemoveTime = 80
SprPriority = 6
Scale = 1.15,1.15
Ownpal = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 30001

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30006) = 0
Anim = 30006
PosType = Left
Pos = 160, 120
BindTime = -1
RemoveTime = 80
SprPriority = 6
Scale = 1.15,1.15
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 30006

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30001
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30001
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30006
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30006
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = VarAdd
Trigger1 = Time = [2,4]
FV = 3
Value = 0.8

[State -1]
Type = VarAdd
Trigger1 = Time = [2,11]
FV = 4
Value = 0.145

[State -1]
Type = Explod
Trigger1 = Parent,Var(26) = [2,3]
Trigger1 = Time = 1
Anim = 30150
RemoveTime = 3
PosType = Left
Pos = 160, 120
Scale = 3,2
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30150

[State -1]
Type = Explod
Trigger1 = Parent,Var(26) != [2,3]
Trigger1 = Time = 1
Anim = 30060
PosType = Left
Pos = 160, 120
Scale = 1,1
Ownpal = 1
BindTime = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30060

[State -1]
Type = Helper
Trigger1 = Parent,Var(26) = [2,3]
Trigger1 = Time = 1
StateNo = 30150
ID = 30150
PosType = Left
Pos = 160, 120
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Parent,Var(26) = [2,3]
Trigger1 = Time = 1
StateNo = 30150
ID = 30051
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,4]
ID = 30150
Scale = 3.0-FVar(3),2.0-FVar(4)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 4
Trigger1 = Time >= 80
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ラストアークフィニッシュ
[Statedef 30002]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 5
Value = s30002, 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [2,31]
FV = 1
Value = 0.005

[State -1]
Type = VarAdd
Trigger1 = Time = [3,42]
V = 1
Value = 5

[State -1]
Type = VarAdd
Trigger1 = Time = [71,80]
FV = 2
Value = 0.095

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 210-Var(1),210-Var(1),210-Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30002) = 0
Anim = 30002
PosType = Left
Pos = 160, 120
BindTime = -1
RemoveTime = 80
Scale = 1.15,1.15
SprPriority = 6
Ownpal = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 30002

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30007) = 0
Anim = 30007
PosType = Left
Pos = 160, 120
BindTime = -1
RemoveTime = 80
Scale = 1.15,1.15
SprPriority = 6
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 30007

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30002
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30002
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30007
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30007
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = VarAdd
Trigger1 = Time = [2,4]
FV = 3
Value = 0.8

[State -1]
Type = VarAdd
Trigger1 = Time = [2,11]
FV = 6
Value = 0.145

[State -1]
Type = Explod
Trigger1 = Parent,Var(26) = [2,3]
Trigger1 = Time = 1
Anim = 30150
RemoveTime = 3
PosType = Left
Pos = 160, 120
Scale = 3,2
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30150

[State -1]
Type = Explod
Trigger1 = Parent,Var(26) != [2,3]
Trigger1 = Time = 1
Anim = 30060
PosType = Left
Pos = 160, 120
Scale = 1,1
Ownpal = 1
BindTime = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30060

[State -1]
Type = Helper
Trigger1 = Parent,Var(26) = [2,3]
Trigger1 = Time = 1
StateNo = 30150
ID = 30150
PosType = Left
Pos = 160, 120
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Parent,Var(26) = [2,3]
Trigger1 = Time = 1
StateNo = 30150
ID = 30051
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,4]
ID = 30150
Scale = 3.0-FVar(3),2.0-FVar(4)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 4
Trigger1 = Time >= 80
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フィニッシュバグ防止用
[Statedef 30005]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0
Anim = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 4
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; フィニッシュエフェクト
[Statedef 30150]
Type = A
Physics = N
Velset = 0,0
SprPriority = 7
Anim = 30051

[State -1]
Type = PosSet
Trigger1 = 1
X = 0
Y = 120-Ceil(ScreenPos Y-Pos Y)

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,359

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 2
Range = -10,10

[State -1]
Type = VarSet
Trigger1 = Time = 1
Trigger1 = Var(2) = 0
V = 2
Value = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarAdd
Trigger1 = 1
FV = 1
Value = 0.1

[State -1]
Type = VarAdd
Trigger1 = 1
FV = 2
Value = 0.0975

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),1-FVar(2)

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = Var(1)

[State -1]
Type = AngleAdd
Trigger1 = Time >= 1
Value = Var(2)

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; YOUWIN
[Statedef 30010]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0
Anim = 6505

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = VarAdd
Trigger1 = Time >= 2
V = 3
Value = 3

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = -50-Var(3),-50-Var(3),-150-Var(3)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 2
FV = 2
Value = 0.075

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.50+Fvar(2),0.50+FVar(2)

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Trigger1 = TeamMode = Single || TeamMode = Turns
Value = s30010, 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [1,20]
FV = 1
Value = 0.025

[State -1]
Type = Explod
Trigger1 = IsHelper(30010)
Trigger1 = NumExplod(30010) = 0
Anim = 30010
BindTime = -1
RemoveTime = -1
Scale = 0.5,0
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30010

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,20]
ID = 30010
Scale = 0.5,0+FVar(1)

[State -1]
Type = AssertSpecial
Trigger1 = Time = 0
Flag = Invisible
Flag2 = Noshadow
Flag3 = RoundNotOver
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time = [1,100]
Flag = Noshadow
Flag2 = RoundNotOver
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time > 100 
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; AI
[Statedef 40000]
Type = A
Physics = N
Ctrl = 0
Velset = 0,0
SprPriority = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Command = "up" && Parent,Command = "up"
Trigger2 = Command = "down" && Parent,Command = "down"
Trigger3 = Command = "back" && Parent,Command = "back"
Trigger4 = Command = "fwd" && Parent,Command = "fwd"
Trigger5 = Command = "a" && Parent,Command = "a"
Trigger6 = Command = "b" && Parent,Command = "b"
Trigger7 = Command = "c" && Parent,Command = "c"
Trigger8 = Command = "x" && Parent,Command = "x"
Trigger9 = Command = "y" && Parent,Command = "y"
Trigger10 = Command = "z" && Parent,Command = "z"
Trigger11 = Command = "start" && Parent,Command = "start"
V = 1
Value = -1

[State -1]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = Parent,Var(59) != 0 || Var(1) = -1
Trigger2 = Command = "up" && Parent,Command = "up"
Trigger3 = Command = "down" && Parent,Command = "down"
Trigger4 = Command = "back" && Parent,Command = "back"
Trigger5 = Command = "fwd" && Parent,Command = "fwd"
Trigger6 = Command = "a" && Parent,Command = "a"
Trigger7 = Command = "b" && Parent,Command = "b"
Trigger8 = Command = "c" && Parent,Command = "c"
Trigger9 = Command = "x" && Parent,Command = "x"
Trigger10 = Command = "y" && Parent,Command = "y"
Trigger11 = Command = "z" && Parent,Command = "z"
Trigger12 = Command = "start" && Parent,Command = "start"

[State -1]
Type = VarSet
TriggerAll = Var(1) != -1
TriggerAll = Parent,Ctrl
TriggerAll = Parent,StateNo != [120,159]
TriggerAll = Parent,StateNo != [5000,5099]
Trigger1 = Parent,Command = "up"
Trigger2 = Parent,Command = "down"
Trigger3 = Parent,Command = "back"
Trigger4 = Parent,Command = "fwd"
Trigger5 = Parent,Command = "a"
Trigger6 = Parent,Command = "b"
Trigger7 = Parent,Command = "c"
Trigger8 = Parent,Command = "x"
Trigger9 = Parent,Command = "y"
Trigger10 = Parent,Command = "z"
Trigger11 = Parent,Command = "start"
V = 1
Value = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
                                                                                                                                                                                                                                                                  
