
[Data]
;Amount of life to start with
;体力ゲージの初期値
life = 3000
;武器ゲージの初期値
power = 4000
;attack power (more is stronger)
;攻撃ダメージ
attack = 100
;defensive power (more is stronger)
;体力パワー
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 255
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 1, -33   ;Approximate position of head
mid.pos = 1, -20    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .26       ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; 立ち
[Statedef 0]
type = S
physics = S
sprpriority = 1


[State 100, 4]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = time = 0
trigger1 = backedgedist < -10
trigger1 = var(45)=[0,499]
value = 70

[State 100, 4]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = time = 0
trigger1 = backedgedist < -10
trigger1 = var(45)=[500,999]
value = 105

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105
[State a];残像
type = afterimagetime
trigger1 = 1
time = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 0]
type = turn
trigger1 = var(59) > 0
trigger1 = p2dist x < 0

[state a]
type = ctrlset
trigger1 = Roundstate > 1
trigger1 = Roundstate < 3
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = var(7) = 0
trigger1 = Anim != 0+(2*(palno=6)) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0+(2*(palno=6))

[State 0, 1]
type = ChangeAnim
triggerall = var(7) != 0
trigger1 = Anim != 1+(2*(palno=6)) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1+(2*(palno=6))

[state a]
type = changeanim
trigger1 = var(8) > 14
trigger1 = anim = 0+(2*(palno=6)) || anim = 1+(2*(palno=6))
value = 200+(1*(palno=6))
elem = 2

[state a]
type = changeanim
trigger1 = var(8) = [9,14]
trigger1 = anim = 0+(2*(palno=6)) || anim = 1+(2*(palno=6))
value = 200+(1*(palno=6))
elem = 3

[state a]
type = changeanim
trigger1 = var(8) = [5,8]
trigger1 = anim = 0+(2*(palno=6)) || anim = 1+(2*(palno=6))
value = 200+(1*(palno=6))
elem = 4

[state a]
type = changeanim
trigger1 = var(8) = [1,4]
trigger1 = anim = 0+(2*(palno=6)) || anim = 1+(2*(palno=6))
value = 200+(1*(palno=6))
elem = 5

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 200+(1*(palno=6))
value = 0+(2*(palno=6))

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[state a]
type = destroyself
trigger1 = ishelper

[state a]
type = afterimagetime
trigger1 = 1
time = 0

[state a];音楽
type = Helper
triggerall = ishelper = 0
trigger1 = numhelper(9999) = 0
trigger1 = time = 0
trigger1 = var(59) > 0
id = 9999
name = "music"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9999
helpertype = normal
pausemovetime = 999999
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 33,-21
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 38,-21
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -21
postype = p1
stateno = ifelse(palno=6,543,502)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 100, 4]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = Roundstate > 1
trigger1 = command = "holdfwd"
value = 20

;---------------------------------------------------------------------------
;Hit Defensa
[Statedef 2]
type = S
physics = S
anim = 550
sprpriority = 20

[State 1 TURN]
type = turn
trigger1 = p2dist x < 0

[State 2000, 2]              ; Sonido para Animacion
type = PlaySnd
trigger1 = time = 0           ; cuando se golpea
value = S200,3
channel = 5
ignorehitpause = 1

[State 2, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2, fin]
type = destroyself
trigger1 = time = 10


;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = ifelse(palno=6,13,10)

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State 10, 1]
type = Velset
trigger1 = 1
x = 0

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

;---------------------[バスターアニメーション]
[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = ifelse(palno=6,13,10)
value = ifelse(palno=6,213,210)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = ifelse(palno=6,213,210)
value = ifelse(palno=6,13,10)

;---------------------[バスターエフェクト]

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 10,-31 + 7
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 39 + 10,-30 + 7
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno != 5
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 10, -31 + 7
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 5
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 10, -31 + 7
postype = p1
stateno = 505
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 4
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 10, -31 + 7
postype = p1
stateno = 507
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = ifelse(palno=6,14,11)
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = ifelse(palno=6,14,11)

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

;---------------------[バスターアニメーション]
[state a]
type = changeanim
trigger1 = var(11) = 0
trigger1 = var(8) > 0
trigger1 = anim = ifelse(palno=6,14,11)
value = ifelse(palno=6,214,211)

[state a]
type = changeanim
trigger1 = var(11) = 0
trigger1 = var(8) = 0
trigger1 = anim = ifelse(palno=6,214,211)
value = ifelse(palno=6,14,11)

;---------------------[バスターエフェクト]

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 13,-31 + 13
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 39 + 13,-30 + 13
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno != 5
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 13, -31 + 13
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 5
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 13, -31 + 13
postype = p1
stateno = 505
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 4
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 13, -31 + 13
postype = p1
stateno = 507
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = ifelse(palno=6,15,12)

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------[バスターアニメーション]
[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = ifelse(palno=6,15,12)
value = ifelse(palno=6,215,212)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = ifelse(palno=6,215,212)
value = ifelse(palno=6,15,12)

;---------------------[バスターエフェクト]
;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 10,-31 + 7
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 39 + 10,-30 + 7
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno != 5
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 10, -31 + 7
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 5
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 10, -31 + 7
postype = p1
stateno = 505
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999


[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 4
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 10, -31 + 7
postype = p1
stateno = 507
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; 歩き　※みんな歩き歩き言っとるけど本人は走ってます
[Statedef 20]
type    = S
physics = S
sprpriority = 0
anim = 20+(1*(palno=6))
ctrl = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 13
value = 20,0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),const(velocity.walk.fwd.x)*1.5,const(velocity.walk.fwd.x)*1)

[State 20, 2]
type = null;VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

[State 20, 3]
type = null;ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = null;ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
trigger2 = animtime = 0
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
v = 10
value = 13

[state a]
type = varset
trigger1 = animelem = 14
v = 10
value = 14

[state a]
type = varset
trigger1 = animelem = 15
v = 10
value = 15

[state a]
type = varset
trigger1 = animelem = 16
v = 10
value = 16

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 20+(1*(palno=6))
value = 220+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 220+(1*(palno=6))
value = 20+(1*(palno=6))
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 ,-20
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 32,-20
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 28, -21
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
;anim = 40
ctrl = 0
sprpriority = 1

[State a]
type = ChangeState
trigger1 = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ジャンプ
[Statedef 50]
type    = A
physics = A
ctrl = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = prevstateno = 100
trigger2 = command = "holdb"
v = 3
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = palno != 12
trigger1 = prevstateno = 100
trigger2 = command = "holdb"
v = 13
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = palno = 12
trigger1 = prevstateno = 100
trigger2 = command = "holdb"
v = 13
value = 0

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State 10000, AfterImage]
type = AfterImage
triggerall = var(3) = 1
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2

[state a]
type = afterimagetime
trigger1 = var(3) = 0
time = 0

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = Time = 0
y = -6

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = Time = 0
x = 2.5


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = Time = 0
y = ifelse(palno = 12,-6*1.25,-6)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = prevstateno != 100
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.5,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = prevstateno != 100
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.5,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 1
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.5,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 1
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.5,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holda"; && command != "holdup"
trigger1 = vel y <= 0
y = 0

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 40,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 305,random%2

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 41+(1*(palno=6))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 3

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 41+(1*(palno=6))
value = 241+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 241+(1*(palno=6))
value = 41+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 44+(1*(palno=6))
value = 244+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 244+(1*(palno=6))
value = 44+(1*(palno=6))
elem = var(10)


;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 25,-21
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 31,-21
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 29, -21
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; ２段ジャンプ　グリッチ使うならいらない子
[Statedef 60]
type    = A
physics = A
ctrl = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105
[state a]
type = varadd
trigger1 = time = 0
v = 13
value = 1

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = Time = 0
y = -6

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = Time = 0
x = 2.5

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = Time = 0
y = ifelse(palno = 12,-6*1.25,-6)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.5,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.5,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(3) >= 1
trigger1 = command = "holdfwd"
x = ifelse(palno = 12,4.5*1.5,4.5*(1+(var(31)*0.25)))

[State 50, 1]
type = velset
trigger1 = var(3) >= 1
trigger1 = command = "holdback"
x = ifelse(palno = 12,-4.5*1.5,-4.5*(1+(var(31)*0.25)))

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holda"; && command != "holdup"
trigger1 = vel y <= 0
y = 0

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2

[state a]
type = afterimagetime
trigger1 = var(3) = 0
time = 0

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 40,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 45,random%2

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 41

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 3

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 41
value = 241
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 241
value = 41
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 44
value = 244
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 244
value = 44
elem = var(10)


;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 25,-21
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 31,-21
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 29, -21
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999
;---------------------------------------------------------------------------
; 急襲
[Statedef 70]
type    = A
physics = A
ctrl = 1

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State 50, 1]
type = velset
trigger1 = Time = 0
y = -5.5

[State 50, 1]
type = velset
trigger1 = Time = 0
x = 0.025*((p2dist x - 10)+ abs(p2dist y - 0 + 0) + 0.0000001)

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 40,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 45,random%2

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 41

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 3

[State 195, 2]
type = ChangeState
trigger1 = P2Dist X=[0,75]
trigger1 = pos Y < -1
value = 451

;---------------------------------------------------------------------------
; 着地
[Statedef 52]
type    = S
physics = S
ctrl = 1
anim = 47+(1*(palno=6))

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[state a]
type = afterimagetime
trigger1 = 1
time = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 14
value = 0


;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 47,0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 47+(1*(palno=6))
value = 247+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 247+(1*(palno=6))
value = 47+(1*(palno=6))
elem = var(10)


[state a]
type = removeexplod
trigger1 = time = 0
id = 400

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = ifelse(var(10)=1,24,33),-21
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = ifelse(var(10)=1,29,38),-21
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = ifelse(var(10)=1,29,36), -21
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
physics = N
anim = 100+(20*(palno=6))
movetype = A
sprpriority = 1
ctrl = 0

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 3
value = 1

[State 2000, 0]    ; Helper de Armadura Reflectante al ser golpeado 1 vez
type = Reversaldef
trigger1 = palno = 6
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
priority = 7,Hit
sparkxy = 0,0
sparkno = s555
hitsound = s200,4
numhits = 0
getpower = 0,0

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = palno=12
flag = Invisible

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

;---------------------[効果音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 5
value = 100,0
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 5
value = 100,10
channel = 1

[State a]
type = palfx
trigger1 = palno = 6
trigger1 = stateno = 100
time = 1
add = 160,220,240
mul = 180,160,340
color = 0


[State 10000, AfterImage]
type = AfterImage
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2



;---------------------[速度]
[State 100, 1]
type = VelSet
trigger1 = var(59) = 0
trigger1 = animelem = 5
x = ifelse((palno=7||palno=12),5.4*2,5.4)

[State 100, 1]
type = VelSet
trigger1 = var(59) > 0
trigger1 = animelem = 5
x = 5.4

;---------------------[エフェクト]
[State a]
type = Explod
trigger1 = animelem = 5
anim = 102
id = 100
sprpriority = 2
postype = p1
pos = -10,0
bindtime = -2
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 104, ifelse(palno=8,1,0)

[State a]
type = Explod
trigger1 = animelem = 3
anim = 103
id = 100
sprpriority = 2
postype = p1
pos = -8,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = (palno=6&&time %2 = 1)
anim = 108
id = 100
sprpriority = 2
postype = p1
pos = -21,-15
random = 0,28
bindtime = 1
vel = 0,-.75
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

;---------------------[]
[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State a]
type = RemoveExplod
triggerall = time = 0
trigger1 = stateno = 101
trigger2 = stateno = 434
trigger3 = stateno = 421
trigger4 = stateno = 3000
trigger5 = stateno = 8000
ID = 105


;---------------------[]
[State 100, 4]
type = ChangeState
triggerall = var(59) = 0
trigger1 = var(5) = 0
trigger1 = command != "holdfwd"
trigger2 = var(5) = 1
trigger2 = command != "holdb"
trigger3 = time = ifelse((palno=7||palno=12),16,35)
trigger4 = command = "holdback"
trigger5 = command = "back"
value = 101

[State 100, 4]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = time = 35
value = 101

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 100+(20*(palno=6))
value = 280+(2*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 280+(2*(palno=6))
value = 100+(20*(palno=6))
elem = var(10)


;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = ifelse(var(10)=1,26,33),ifelse(var(10)=1,-20,-17)
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = ifelse(var(10)=1,31,38),ifelse(var(10)=1,-20,-17)
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = ifelse(var(10)=1,26,34),ifelse(var(10)=1,-20,-17)
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; ダッシュ停止
[Statedef 101]
type    = S
physics = N
anim = 101+(20*(palno=6))
sprpriority = 1
ctrl = 0

[state a]
type = ctrlset
trigger1 = time = 1
value = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

;---------------------[効果音]
[state a]
type = stopsnd
trigger1 = time = 0
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 100,1

;---------------------[エフェクト]
[State a];残像
type = afterimagetime
trigger1 = time = 0

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

;---------------------[速度]
[State 100, 1]
type = Velmul
trigger1 = 1
x = ifelse(palno = 12,0.75,0.9)

;---------------------[]
[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;---------------------[]
[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
trigger2 = animtime = 0
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 101+(20*(palno=6))
value = 281+(2*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 281+(2*(palno=6))
value = 101+(20*(palno=6))
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26,-20
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 31,-20
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 26, -20
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[Statedef 105]
type = s
anim = 106
ctrl = 0

[State 200, サウンド]
type = playsnd
trigger1 = time = 1
value = 105, 0
channel = 2

[State 110]
type = varset
triggerall = time = 0
trigger1 = pos x > 0
trigger2 = pos x = 0
trigger2 = random = [0, 499]
var(14) = 0

[State 110]
type = varset
triggerall = time = 0
trigger1 = pos x < 0
trigger2 = pos x = 0
trigger2 = random = [500, 999]
var(14) = 1

[State 110]
type = changestate
trigger1 = animtime = 0
value = 106

;ワープ（終了）
[Statedef 106]
type = s
anim = 107

[State 200, サウンド]
type = playsnd
trigger1 = time = 31
value = 105, 0
channel = 2

[State 111]
type = posset
trigger1 = time = 0
trigger1 = var(14) = 0
x = -100

[State 111]
type = posset
trigger1 = time = 0
trigger1 = var(14) = 1
x = 100

[State 111]
type = turn
triggerall = time = 0
trigger1 = var(14) = 0
trigger1 = facing = -1
trigger2 = var(14) = 1
trigger2 = facing = 1

[State 111]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 乱舞始動ダッシュ
[Statedef 600]
type    = S
physics = N
anim = 109
movetype = A
sprpriority = 1
ctrl = 0

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 3
value = 1

;---------------------[効果音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 5
value = 100,0
channel = 2

[State 10000, AfterImage]
type = AfterImage
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2



;---------------------[速度]
[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 12

;---------------------[エフェクト]
[State a]
type = Explod
trigger1 = animelem = 5
anim = 102
id = 100
sprpriority = 2
postype = p1
pos = -10,0
bindtime = -2
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 104, ifelse(palno=8,1,0)

[State a]
type = Explod
trigger1 = animelem = 3
anim = 103
id = 100
sprpriority = 2
postype = p1
pos = -8,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

;---------------------[]
[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State a]
type = RemoveExplod
triggerall = time = 0
trigger1 = stateno = 101
trigger2 = stateno = 434
trigger3 = stateno = 421
trigger4 = stateno = 3000
trigger5 = stateno = 8000
ID = 105

[State 210, 2]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
attr = A, HA
animtype  = hard
damage    = 47*(fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = enemy,pos X,enemy,pos Y-20
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


;---------------------[]

[State 100, 4]
type = ChangeState
trigger1 = MoveContact=0
trigger1 = time = 20
value = 101

[State 100, 4]
type = ChangeState
trigger1 = MoveContact=1
value = 601
;---------------------------------------------------------------------------
; １段サーベル
[Statedef 601]
type = S
ctrl = 0
anim = 601
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 401,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7004
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7004
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = time >= 8
value = 602

;---------------------------------------------------------------------------
; ２段サーベル
[Statedef 602]
type = S
ctrl = 0
anim = 602
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 401,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7005
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7005
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = time >= 10
value = 603

;---------------------------------------------------------------------------
; 上入れ３段サーベル
[Statedef 603]
type = S
ctrl = 0
anim = 603
velset = 0,0
movetype = A
physics = N
sprpriority = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 432,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7007
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7007
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = time >= 10
value = 604

;---------------------------------------------------------------------------
; ２段サーベル
[Statedef 604]
type = S
ctrl = 0
anim = 604
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 401,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7008
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7008
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = time >= 12
value = 605


;---------------------------------------------------------------------------
; ３段サーベル
[Statedef 605]
type = S
ctrl = 0
anim = 605
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 401,2

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7006
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7006
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = time >= 8
value = 606

;---------------------------------------------------------------------------
; 上入れ３段サーベル
[Statedef 606]
type = S
ctrl = 0
anim = 603
velset = 0,0
movetype = A
physics = N
sprpriority = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 432,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7007
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7007
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = time >= 10
value = 607

;---------------------------------------------------------------------------
; 切り上げ
[Statedef 607]
type = S
ctrl = 0
anim = 1555
velset = 0,0
movetype = A
physics = S
sprpriority = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0


[state a]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[state a]
type = velset
trigger1 = animelem = 5
x = 8
y = -6.5
[State a]
type = VelAdd
trigger1 = Vel X > 0
x = -0.08

[state a]
type = velset
trigger1 = animelem = 21
y = -3

[state a]
type = velset
trigger1 = animelem = 31
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 5
value = 421,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7555
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7555
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 412


;---------------------------------------------------------------------------
; エアダッシュ
[Statedef 110]
type    = A
physics = N
movetype = A
anim = 110+(20*(palno=6))
sprpriority = 1
ctrl = 1
velset = 0,0

;---------------------[変数]
[state a]
type = varadd
trigger1 = time = 0
v = 13
value = 1

[State 2000, 0]    ; Helper de Armadura Reflectante al ser golpeado 1 vez
type = Reversaldef
trigger1 = palno = 6
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
priority = 7,Hit
sparkxy = 0,0
sparkno = s555
hitsound = s200,4
numhits = 0
getpower = 0,0

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = palno=12
flag = Invisible


[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 1

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3	
value = 100,0
channel = 2
volume = 255



[State 10000, AfterImage]
type = AfterImage
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2



;---------------------[速度]
[State a]
type = VelSet
trigger1 = var(59) = 0
trigger1 = animelem = 3
x = ifelse((palno=7||palno=12),5.4*2,5.4)

[State a]
type = VelSet
trigger1 = var(59) > 0
trigger1 = animelem = 3
x = 5.6


[State a]
type = palfx
trigger1 = palno = 6
trigger1 = stateno = 110
time = 1
add = 160,220,240
mul = 180,160,340
color = 0


;---------------------[エフェクト]
[State a]
type = Explod
trigger1 = animelem = 3
anim = 102
id = 100
sprpriority = 2
postype = p1
pos = -10,0
bindtime = -2
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 104, ifelse(palno=8,1,0)

[State a]
type = Explod
trigger1 = (palno=6&&time %2 = 1)
anim = 108
id = 100
sprpriority = 2
postype = p1
pos = -21,-15
random = 0,28
bindtime = 1
vel = 0,-.75
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

;---------------------[]
[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6


[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 110+(20*(palno=6))
value = 290+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 290+(1*(palno=6))
value = 110+(20*(palno=6))
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = ifelse(var(10)=1,26,33),ifelse(var(10)=1,-20,-17)
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = ifelse(var(10)=1,31,38),ifelse(var(10)=1,-20,-17)
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = ifelse(var(10)=1,26,34),ifelse(var(10)=1,-20,-17)
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[State 100, 4]
type = ChangeState
triggerall = var(59) = 0
trigger1 = var(5) = 0
trigger1 = command != "holdfwd"
trigger2 = var(5) = 1
trigger2 = command != "holdb"
trigger3 = time = ifelse((palno=7||palno=12),12,25)
trigger4 = command = "holdback"
trigger5 = command = "back"
value = 111

[State 100, 4]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = time = 25
value = 111

;---------------------------------------------------------------------------
; エアダッシュ終了
[Statedef 111]
type    = A
physics = A
anim = 65+(1*(palno=6))
ctrl = 1
;velset = 0,0

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 2000

[state a]
type = varset
triggerall = time = 0
trigger1 = prevstateno = 110
v = 3
value = 1

[State a]
type = PlaySnd
trigger1 = prevstateno = 1590
trigger1 = time = 0
value = 490,0


[State 10000, AfterImage]
type = AfterImage
triggerall = var(3) = 1
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = prevstateno = 110
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = prevstateno != 110
x = 0

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 65+(1*(palno=6))
value = 265+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 265+(1*(palno=6))
value = 65+(1*(palno=6))
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 24,-23
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 29,-23
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 26, -23
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; 壁捕まり
[Statedef 300]
type    = A
physics = N
anim = 300+(1*(palno=6))
ctrl = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[state a]
type = turn
trigger1 = time = 0

[state a]
type = null;ctrlset
trigger1 = animelem = 2
value = 1

[state a]
type = afterimagetime
trigger1 = 1
time = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 14
value = 0


;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

;---------------------[速度]
[state a]
type = posset
trigger1 = facing = 1
x = -130

[state a]
type = posset
trigger1 = facing = -1
x = 130

[State 50, 1]
type = velset
trigger1 = Time = 0
x = 0
y = 0

[State 50, 1]
type = velset
trigger1 = animelem = 4
y = ifelse(palno = 12,0.75,1.5)


[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 0
movecamera = 0,1


;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 300,0

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9


[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 300+(1*(palno=6))
value = 305+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 305+(1*(palno=6))
value = 300+(1*(palno=6))
elem = var(10)

;---------------------[エフェクト]
[State a];砂煙
type = Explod
trigger1 = animelem = 4
anim = 330
id = 400
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1
pausemovetime = 999999

[State a];砂煙
type = Explod
trigger1 = command != "holdback"
trigger2 = pos y >= 0
trigger3 = command = "a"
anim = 331
id = 350
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1
pausemovetime = 999999

[State a];蹴り
type = Explod
trigger1 = command = "a"
anim = 332
id = 350
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1
pausemovetime = 999999

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 33,-16
postype = p1
stateno = 500
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 37,-16
postype = p1
stateno = 501
helpertype = normal
keyctrl = 0 
ownpal = 1
pausemovetime = 999999

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno != 5
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 5
trigger1 = var(11) = 3 && var(12) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 5
trigger1 = var(11) = 3 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = 542
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno != 5
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 5
trigger1 = var(11) = 4 && var(12) = 3
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 5
trigger1 = var(11) = 4 && var(12) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = 542
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = command = "a"
trigger1 = time >= 1
value = 310


[state a]
type = changestate
trigger1 = command != "holdback"
trigger1 = time >= 1
value = 301

[state a]
type = changestate
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
; 壁掴まり終了
[Statedef 301]
type    = A
physics = A
anim = 65+(1*(palno=6))
ctrl = 1
velset = 0,0

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 400

[State a]
type = removeExplod
trigger1 = time = 0
id = 2000

[State 50, 1]
type = velset
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.5,2.5)

[State 50, 1]
type = velset
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.5,-2.5)

[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[state a]
type = afterimagetime
trigger1 = 1

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 65+(1*(palno=6))
value = 265+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 265+(1*(palno=6))
value = 65+(1*(palno=6))
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 24,-23
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 29,-23
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 26, -23
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



;---------------------------------------------------------------------------
;壁蹴り
[Statedef 310]
type    = A
physics = A
ctrl = 1
anim = 310+(1*(palno=6))


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 400

[state a]
type = varset
trigger1 = time = 0
trigger1 = command != "holdb"
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdb"
v = 3
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdb"
v = 13
value = 1



[State 10000, AfterImage]
type = AfterImage
triggerall = var(3) = 1
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2

[state a]
type = afterimagetime
trigger1 = var(3) = 0
time = 0

;---------------------[エフェクト]
[state a]
type = posadd
trigger1 = time = 0
x = 5
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = Time = 0
x = ifelse((palno=7||palno=12),3*1.5,3)
y = ifelse(palno = 12,-6*1.25,-6)

[State 50, 1]
type = velset
trigger1 = var(3) = 1
trigger1 = Time = 0
x = ifelse((palno=7||palno=12),5*1.5,5)
y = ifelse(palno = 12,-7*1.25,-7)


[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.5,2.5)

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.5,-2.5)

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 1
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.5,4.5)

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 1
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.5,-4.5)


[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = command != "holda"; && command != "holdup"
trigger1 = vel y <= 0
y = 0

[state a]
type = velmul
triggerall = time < 10
trigger1 = facing = -1
trigger1 = pos x < 0
trigger2 = facing = 1
trigger2 = pos x > 0
x = 0.8

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 300,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 301,0

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = 44+(1*(palno=6))

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9




[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 310+(1*(palno=6))
value = 315+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 315+(1*(palno=6))
value = 310+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 44+(1*(palno=6))
value = 244+(1*(palno=6))
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 244+(1*(palno=6))
value = 44+(1*(palno=6))
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 25,-22
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 30,-22
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 28, -22
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 3 && var(12) = [1,2]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = [2,3]
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = palno = 6
trigger1 = var(11) = 4 && var(12) = 1
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -16
postype = p1
stateno = ifelse(palno=6,543,502)

helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
;anim = 181
velset = 0,0

[state a]
type = afterimage
trigger1 = 1
time = 0

[State a]
type = assertspecial
trigger1 = matchover
flag = nomusic

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,570]
flag = roundnotover

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[state a]
type = changeanim
triggerall = anim != 181+(1*(palno=6))
triggerall = matchover
trigger1 = time = 292
value = 181+(1*(palno=6))

[state a]
type = changeanim
triggerall = !matchover
trigger1 = time = 20
value = 181+(1*(palno=6))

;---------------------[変数]
[state a]
type = varset
trigger1 = anim = 181+(1*(palno=6))
v = 8
value = 0

[state a]
type = varset
trigger1 = anim = 181+(1*(palno=6))
v = 9
value = 0

[state a]
type = varset
trigger1 = anim = 181+(1*(palno=6))
v = 12
value = 0

[state a]
type = varset
trigger1 = anim = 181+(1*(palno=6))
v = 21
value = 0

[state a]
type = varset
trigger1 = anim = 181+(1*(palno=6))
v = 22
value = 0

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
triggerall = matchover
trigger1 = time = 72
value = 183,9

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181+(1*(palno=6))
trigger1 = animelem = 7
value = 181,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181+(1*(palno=6))
trigger1 = animelem = 7
value = 182,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181+(1*(palno=6))
trigger1 = animelem = 9
value = 181,2

;---------------------[]
[state a]
type = velset
trigger1 = anim = 181+(1*(palno=6))
trigger1 = animelem = 13
y = -10

;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State AI起動(ON)スイッチ]
type=VarSet
trigger1 = 1
;trigger1=Ctrl;行動可能状態
var(59)=1;AI起動開始

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Roundnotskip

[State a]
type = lifeset
trigger1 = var(59) > 0
value = 2


[State 160, 4]
type = ChangeState
trigger1 = time = 0
value = 191
ctrl = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
;anim = 190
velset = 0,0
movetype = A
physics = S

[State AI起動(ON)スイッチ]
type=VarSet
trigger1 = 1
;trigger1=Ctrl;行動可能状態
var(59)=1;AI起動開始

[State a]
type = lifeset
trigger1 = time <= 50
value = 2

[state a];音楽
type = null;Helper
trigger1 = numhelper(8100) = 0 && var(4) = 0
trigger1 = numhelper(8150) = 0 && var(4) = 0
trigger1 = numhelper(8200) = 0 && var(4) = 0
trigger1 = numhelper(8250) = 0 && var(4) = 0
trigger1 = time = 0
trigger1 = palno = 9
id = 8100
name = "music"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 8100
helpertype = normal
pausemovetime = 999999
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1


[state a]
type = changeanim
trigger1 = time = 0
value = 193

[state a]
type = null;changeanim
triggerall = time = 0
trigger1 = palno != 10
trigger1 = palno != 8
trigger1 = var(4) = 0
value = 190

[state a]
type = null;changeanim
triggerall = time = 0
trigger1 = palno = 10
trigger1 = var(4) = 0
value = 193

[state a]
type = null;changeanim
triggerall = time = 0
trigger1 = palno = 8
trigger1 = var(4) = 0
value = 194

[state a]
type = null;changestate
triggerall = time = 1
trigger1 = var(4) = 1
value = 10196

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = var(4) = 0
v = 9
value = 0

[state a]
type = varset
trigger1 = var(4) = 0
v = 21
value = 0

[state a]
type = varset
trigger1 = var(4) = 0
v = 22
value = 0

;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
;---------------------[効果音]
[State 191, Snd 1]
type = null;PlaySnd
trigger1 = time = 20
value = 190,2

[State 191, Snd 1]
type = PlaySnd
triggerall = anim = 190
trigger1 = var(4) = 0
trigger1 = time = 120
value = 190,1

[State 191, Snd 1]
type = PlaySnd
triggerall = anim = 194
trigger1 = var(4) = 0
trigger1 = animelem = 2
value = 105,0

[State 191, Snd 1]
type = PlaySnd
triggerall = anim = 194
trigger1 = var(4) = 0
trigger1 = animelem = 2
value = 194,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 191
trigger1 = animelem = 12
value = 190,0

[State a]
type = Explod
triggerall = var(4) = 0
triggerall = anim = 193
trigger1 = time = 0
anim = 199
id = 199
sprpriority = 5
postype = p1
pos = 14,-44
bindtime = 1
removetime = 226
under = 0
trans = addalpha
alpha = 235,120
ownpal = 1
pausemovetime = 999999

[State a];ゼットブレイン2
type = palfx
triggerall = var(4) = 0
triggerall = anim = 193
trigger1 = time = 1
trigger2 = time = 5
trigger3 = time = 9
trigger4 = time = 13
trigger5 = time = 17
trigger6 = time = 21
trigger7 = time = 25
trigger8 = time = 29
trigger9 = time = 33
trigger10 = time = 37
trigger11 = time = 41
trigger12 = time = 45
trigger13 = time = 49
trigger14 = time = 53
trigger15 = time = 57
trigger16 = time = 61
trigger17 = time = 65
trigger18 = time = 69
trigger19 = time = 73
trigger20 = time = 77
trigger21 = time = 81
trigger22 = time = 85
trigger23 = time = 89
trigger24 = time = 93
trigger25 = time = 97
trigger26 = time = 101
trigger27 = time = 105
trigger28 = time = 109
trigger29 = time = 113
trigger30 = time = 117
trigger31 = time = 121
trigger32 = time = 125
trigger33 = time = 129
trigger34 = time = 133
trigger35 = time = 137
trigger36 = time = 141
trigger37 = time = 145
trigger38 = time = 149
trigger39 = time = 153
trigger40 = time = 157
trigger41 = time = 161
trigger42 = time = 165
trigger43 = time = 169
trigger44 = time = 173
trigger45 = time = 177
trigger46 = time = 181
trigger47 = time = 185
trigger48 = time = 189
trigger49 = time = 193
trigger50 = time = 197
trigger51 = time = 204
trigger52 = time = 209
trigger53 = time = 215
trigger54 = time = 223
time = 2
;add = 15,15,15
mul = 340,340,340
;color = 1

[State 191, Snd 1]
type = PlaySnd
triggerall = var(4) = 0
trigger1 = anim = 193
trigger1 = time = 215
value = 192,4

;---------------------[移動]
[state a]
type = posset
triggerall = anim = 190
trigger1 = time = 0
y = -300

[state a]
type = velset
triggerall = anim = 190 || anim = 192
trigger1 = var(4) = 0
trigger1 = time = 120
y = 10

[state a]
type = velset
trigger1 = anim = 191
trigger2 = anim = 192
trigger3 = anim = 194
y = 0

[State a] ;Clear all int variables
type = lifeadd
triggerall = var(59) > 0
triggerall = time >= 229
trigger1 = (time%2) = 0
value = ceil(lifemax/96)

[State 181, 1]
type = playsnd
triggerall = var(59) > 0
triggerall = time >= 229
trigger1 = (time%2) = 0
trigger1 = life < lifemax
value = 193,0
volume = 250
channel = 16

[State -2, Helper]
type = Helper
triggerall = NumHelper(99999) = 0
trigger1 = time = 229
helpertype = normal
name = "Aura Shadow"
pausemovetime = 1000000000
supermovetime = 1000000000
id = 99999
pos = 0,0
postype = p1
stateno = 99999
keyctrl = 0
ownpal = 1


[state a];音楽
type = Helper
triggerall = ishelper = 0
trigger1 = numhelper(9999) = 0
trigger1 = time = 255
trigger1 = var(59) > 0
id = 9999
name = "music"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9999
helpertype = normal
pausemovetime = 999999
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[]
[state a]
type = changeanim
trigger1 = pos y >= 0
trigger1 = anim = 190
value = ifelse(palno = 6,192,191)

[state a]
type = posset
trigger1 = anim = 191
trigger2 = anim = 194
trigger3 = anim = 0
trigger4 = anim = 192
y = 0

;---------------------[ヘルパー]
[state a];攻撃
type = Helper
trigger1 = var(59) = 0
trigger1 = time = 1
id = 4000
name = "READY"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4000
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 191, 3]
type = Changeanim
trigger1 = anim = 191
trigger1 = AnimTime = 0
trigger2 = anim = 194
trigger2 = Animtime = 0
trigger3 = anim = 192
trigger3 = AnimTime = 0
trigger4 = anim = 193
trigger4 = AnimTime = 0
value = 0+(2*(palno=6))

[State 191, 3]
type = ChangeState
triggerall = var(59) > 0
;triggerall = animtime = 0
;trigger1 = anim = [191,193]
;trigger2 = anim = 197
trigger1 = anim = 0
trigger1 = life >= lifemax
value = 0

[State 192, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = anim = 0+(2*(palno=6)) && time >= 1
trigger1 = enemy,stateno != [190,199]
trigger1 = (enemy,var(59) > 0)
value = 0

[State 191, 3]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = anim = 0+(2*(palno=6)) && time >= 1
trigger1 = (enemy,var(59) = 0)
value = 0

;Vs Mavericks
[Statedef 10196]
type = S
ctrl = 0
anim = 0+(2*(palno=6))
velset = 0,0

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic
flag3 = nobardisplay
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Roundnotskip

[State 1];カメラ固定
type = screenbound
trigger1 = var(59) = 0
ignorehitpause = 1
movecamera = 0,0
value = 1

[State a, WeaponRecover]
Type = PosSet
Trigger1 = time = 0
y = 0

[State a, WeaponRecover]
Type = PowerSet
Trigger1 = time = 1
value = PowerMax

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 0
id = 4050
name = "WARNING"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4050
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 191, 3]
type = ChangeState
trigger1 = anim = 0+(2*(palno=6)) && time >= 60
trigger1 = enemy,stateno != [190,199]
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro



;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8100]
type = S
movetype = I
velset = 0,0
anim = 8100
ctrl = 0
sprpriority = 3


[State 191, Snd 1]
type = destroyself
trigger1 = 1
trigger1 = root,var(4) = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 194,0

[State a]
type = ChangeState
trigger1 = time = 0
trigger1 = random = [200,399]
value = 8150

[State a]
type = ChangeState
trigger1 = time = 0
trigger1 = random = [400,599]
value = 8200

[State a]
type = ChangeState
trigger1 = time = 0
trigger1 = random = [600,799]
value = 8250

[State a]
type = ChangeState
trigger1 = time = 0
trigger1 = random >= 800
value = 8300


[state a]
type = changeanim
trigger1 = root,anim = 197
trigger1 = root,animelem = 2
value = 8101

[state a]
type = assertspecial
trigger1 = 1
flag = noko


[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

;---------------------[音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8101
trigger1 = animelem = 1
value = 12,random%2

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8101
trigger1 = animelem = 2
value = 400,0




;---------------------[エフェクト]
[state 8000, 爆発]
type = Explod
trigger1 = anim =8101
trigger1 = AnimElem = 2
anim          = 1006
ID            = 6500
scale         = 1,1
postype       = P1
bindtime      = 1
pos           = 0,-20
sprpriority   = 5
pausemovetime = 0
ownpal        = 1

;---------------------[変数]

;---------------------[]

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8110
name = "Plasma Charge Shot"
sprpriority = 5
pos = 7, -30
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8111
name = "Plasma Charge Shot"
sprpriority = 5
pos = -4, -33
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8112
name = "Plasma Charge Shot"
sprpriority = 5
pos = 2, -20
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8113
name = "Plasma Charge Shot"
sprpriority = 5
pos = -3, -25
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8114
name = "Plasma Charge Shot"
sprpriority = 5
pos = -10, -19
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8115
name = "Plasma Charge Shot"
sprpriority = 5
pos = 11, -14
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8116
name = "Plasma Charge Shot"
sprpriority = 5
pos = 1, -13
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8117
name = "Plasma Charge Shot"
sprpriority = 5
pos = 4, -6
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8101
trigger1 = animelem = 2
id = 8118
name = "Plasma Charge Shot"
sprpriority = 5
pos = -7, -2
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,1

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

;---------------------[]

[state a]
type = destroyself
trigger1 = anim = 8101
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; パーツ
[Statedef 8110]
type = S
ctrl = 0
anim = 8110
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1= ishelper(8110)
value = 8110
[state a]
type = changeanim
trigger1= ishelper(8111)
value = 8111
[state a]
type = changeanim
trigger1= ishelper(8112)
value = 8112
[state a]
type = changeanim
trigger1= ishelper(8113)
value = 8113
[state a]
type = changeanim
trigger1= ishelper(8114)
value = 8114
[state a]
type = changeanim
trigger1= ishelper(8115)
value = 8115
[state a]
type = changeanim
trigger1= ishelper(8116)
value = 8116
[state a]
type = changeanim
trigger1= ishelper(8117)
value = 8117
[state a]
type = changeanim
trigger1= ishelper(8118)
value = 8118


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

[state a]
type = varset
trigger1 = time = 0
v = 2
value = -40 + random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


[State 200, 1]
type = PlaySnd
trigger1 = pos y = -2
value = 400,0

;---------------------[エフェクト]
[state -2,a];爆発
type = Explod
trigger1 = pos y = -2
anim          = 1006
ID            = 6500
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 0
value = 8120

;---------------------------------------------------------------------------
; パーツ
[Statedef 8120]
type = S
ctrl = 0
anim = 1006
velset = 0,0
sprpriority = 10



[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 400,0

;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8150]
type = S
movetype = I
velset = 0,0
anim = 8150
ctrl = 0
sprpriority = 3



[State 191, Snd 1]
type = destroyself
trigger1 = 1
trigger1 = root,var(4) = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 198,20+random%3

[state a]
type = changeanim
trigger1 = root,anim = 197
trigger1 = root,animelem = 2
value = 8151

[state a]
type = assertspecial
trigger1 = 1
flag = noko


[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

;---------------------[音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8151
trigger1 = animelem = 1
value = 198,25+random%3

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8151
trigger1 = animelem = 2
value = 400,0




;---------------------[エフェクト]
[state 8000, 爆発]
type = Explod
trigger1 = anim =8151
trigger1 = AnimElem = 2
anim          = 1006
ID            = 6500
scale         = 1,1
postype       = P1
bindtime      = 1
pos           = 0,-20
sprpriority   = 5
pausemovetime = 0
ownpal        = 1

;---------------------[変数]

;---------------------[]

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8160
name = "Plasma Charge Shot"
sprpriority = 5
pos = -2, -49
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8161
name = "Plasma Charge Shot"
sprpriority = 5
pos = -1, -41
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8162
name = "Plasma Charge Shot"
sprpriority = 5
pos = 10, -40
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8163
name = "Plasma Charge Shot"
sprpriority = 5
pos = 13, -29
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8164
name = "Plasma Charge Shot"
sprpriority = 5
pos = -11, -42
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8165
name = "Plasma Charge Shot"
sprpriority = 5
pos = -17, -39
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8166
name = "Plasma Charge Shot"
sprpriority = 5
pos = -2, -23
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8167
name = "Plasma Charge Shot"
sprpriority = 5
pos = 14, -9
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8151
trigger1 = animelem = 2
id = 8168
name = "Plasma Charge Shot"
sprpriority = 5
pos = -11, -9
postype = p1
stateno = 8160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

;---------------------[]

[state a]
type = destroyself
trigger1 = anim = 8151
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; パーツ
[Statedef 8160]
type = S
ctrl = 0
anim = 8160
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1= ishelper(8160)
value = 8160
[state a]
type = changeanim
trigger1= ishelper(8161)
value = 8161
[state a]
type = changeanim
trigger1= ishelper(8162)
value = 8162
[state a]
type = changeanim
trigger1= ishelper(8163)
value = 8163
[state a]
type = changeanim
trigger1= ishelper(8164)
value = 8164
[state a]
type = changeanim
trigger1= ishelper(8165)
value = 8165
[state a]
type = changeanim
trigger1= ishelper(8166)
value = 8166
[state a]
type = changeanim
trigger1= ishelper(8167)
value = 8167
[state a]
type = changeanim
trigger1= ishelper(8168)
value = 8168


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

[state a]
type = varset
trigger1 = time = 0
v = 2
value = -40 + random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


[State 200, 1]
type = PlaySnd
trigger1 = pos y = -2
value = 400,0

;---------------------[エフェクト]
[state -2,a];爆発
type = Explod
trigger1 = pos y = -2
anim          = 1006
ID            = 6500
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 0
value = 8120

;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8200]
type = S
movetype = I
velset = 0,0
anim = 8200
ctrl = 0
sprpriority = 3



[State 191, Snd 1]
type = destroyself
trigger1 = 1
trigger1 = root,var(4) = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 198,30

[state a]
type = changeanim
trigger1 = root,anim = 197
trigger1 = root,animelem = 2
value = 8201

[state a]
type = assertspecial
trigger1 = 1
flag = noko


[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

;---------------------[音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8201
trigger1 = animelem = 1
value = 198,35

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8201
trigger1 = animelem = 2
value = 400,0




;---------------------[エフェクト]
[state 8000, 爆発]
type = Explod
trigger1 = anim =8201
trigger1 = AnimElem = 2
anim          = 1006
ID            = 6500
scale         = 1,1
postype       = P1
bindtime      = 1
pos           = 0,-20
sprpriority   = 5
pausemovetime = 0
ownpal        = 1

;---------------------[変数]

;---------------------[]

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8210
name = "Plasma Charge Shot"
sprpriority = 5
pos = 3, -29
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8211
name = "Plasma Charge Shot"
sprpriority = 5
pos = -3, -22
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8212
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -27
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8213
name = "Plasma Charge Shot"
sprpriority = 5
pos = -9, -20
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8214
name = "Plasma Charge Shot"
sprpriority = 5
pos = -12, -22
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8215
name = "Plasma Charge Shot"
sprpriority = 5
pos = -12, -32
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8216
name = "Plasma Charge Shot"
sprpriority = 5
pos = -2, -13
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8217
name = "Plasma Charge Shot"
sprpriority = 5
pos = 7, -11
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8201
trigger1 = animelem = 2
id = 8218
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, -2
postype = p1
stateno = 8210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

;---------------------[]

[state a]
type = destroyself
trigger1 = anim = 8201
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; パーツ
[Statedef 8210]
type = S
ctrl = 0
anim = 8210
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1= ishelper(8210)
value = 8210
[state a]
type = changeanim
trigger1= ishelper(8211)
value = 8211
[state a]
type = changeanim
trigger1= ishelper(8212)
value = 8212
[state a]
type = changeanim
trigger1= ishelper(8213)
value = 8213
[state a]
type = changeanim
trigger1= ishelper(8214)
value = 8214
[state a]
type = changeanim
trigger1= ishelper(8215)
value = 8215
[state a]
type = changeanim
trigger1= ishelper(8216)
value = 8216
[state a]
type = changeanim
trigger1= ishelper(8217)
value = 8217
[state a]
type = changeanim
trigger1= ishelper(8218)
value = 8218


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

[state a]
type = varset
trigger1 = time = 0
v = 2
value = -40 + random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


[State 200, 1]
type = PlaySnd
trigger1 = pos y = -2
value = 400,0

;---------------------[エフェクト]
[state -2,a];爆発
type = Explod
trigger1 = pos y = -2
anim          = 1006
ID            = 6500
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 0
value = 8120

;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8250]
type = S
movetype = I
velset = 0,0
anim = 8250
ctrl = 0
sprpriority = 3



[State 191, Snd 1]
type = destroyself
trigger1 = 1
trigger1 = root,var(4) = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 198,40+random%3

[state a]
type = changeanim
trigger1 = root,anim = 197
trigger1 = root,animelem = 2
value = 8251

[state a]
type = assertspecial
trigger1 = 1
flag = noko


[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

;---------------------[音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8251
trigger1 = animelem = 1
value = 198,45

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8251
trigger1 = animelem = 2
value = 400,0




;---------------------[エフェクト]
[state 8000, 爆発]
type = Explod
trigger1 = anim =8251
trigger1 = AnimElem = 2
anim          = 1006
ID            = 6500
scale         = 1,1
postype       = P1
bindtime      = 1
pos           = 0,-20
sprpriority   = 5
pausemovetime = 0
ownpal        = 1

;---------------------[変数]

;---------------------[]

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8260
name = "Plasma Charge Shot"
sprpriority = 5
pos = -4, -29
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8261
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, -21
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8262
name = "Plasma Charge Shot"
sprpriority = 5
pos = -6, -23
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8263
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -18
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8264
name = "Plasma Charge Shot"
sprpriority = 5
pos = 8, -18
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8265
name = "Plasma Charge Shot"
sprpriority = 5
pos = 2, -14
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8266
name = "Plasma Charge Shot"
sprpriority = 5
pos = -6, -5
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8251
trigger1 = animelem = 2
id = 8267
name = "Plasma Charge Shot"
sprpriority = 5
pos = 7, -6
postype = p1
stateno = 8260
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

;---------------------[]

[state a]
type = destroyself
trigger1 = anim = 8251
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; パーツ
[Statedef 8260]
type = S
ctrl = 0
anim = 8260
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1= ishelper(8260)
value = 8260
[state a]
type = changeanim
trigger1= ishelper(8261)
value = 8261
[state a]
type = changeanim
trigger1= ishelper(8262)
value = 8262
[state a]
type = changeanim
trigger1= ishelper(8263)
value = 8263
[state a]
type = changeanim
trigger1= ishelper(8264)
value = 8264
[state a]
type = changeanim
trigger1= ishelper(8265)
value = 8265
[state a]
type = changeanim
trigger1= ishelper(8266)
value = 8266
[state a]
type = changeanim
trigger1= ishelper(8267)
value = 8267
[state a]
type = changeanim
trigger1= ishelper(8268)
value = 8268


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

[state a]
type = varset
trigger1 = time = 0
v = 2
value = -40 + random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


[State 200, 1]
type = PlaySnd
trigger1 = pos y = -2
value = 400,0

;---------------------[エフェクト]
[state -2,a];爆発
type = Explod
trigger1 = pos y = -2
anim          = 1006
ID            = 6500
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 0
value = 8120

;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8300]
type = S
movetype = I
velset = 0,0
anim = 8300
ctrl = 0
sprpriority = 3



[State 191, Snd 1]
type = destroyself
trigger1 = 1
trigger1 = root,var(4) = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 198,50+random%4

[state a]
type = changeanim
trigger1 = root,anim = 197
trigger1 = root,animelem = 2
value = 8301

[state a]
type = assertspecial
trigger1 = 1
flag = noko


[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

;---------------------[音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8301
trigger1 = animelem = 1
value = 198,55

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim =8301
trigger1 = animelem = 2
value = 400,0




;---------------------[エフェクト]
[state 8000, 爆発]
type = Explod
trigger1 = anim =8301
trigger1 = AnimElem = 2
anim          = 1006
ID            = 6500
scale         = 1,1
postype       = P1
bindtime      = 1
pos           = 0,-20
sprpriority   = 5
pausemovetime = 0
ownpal        = 1

;---------------------[変数]

;---------------------[]

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8310
name = "Plasma Charge Shot"
sprpriority = 5
pos = 3, -29
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8311
name = "Plasma Charge Shot"
sprpriority = 5
pos = -3, -22
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8312
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -27
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8313
name = "Plasma Charge Shot"
sprpriority = 5
pos = -9, -20
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8314
name = "Plasma Charge Shot"
sprpriority = 5
pos = -12, -22
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8315
name = "Plasma Charge Shot"
sprpriority = 5
pos = -12, -32
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8316
name = "Plasma Charge Shot"
sprpriority = 5
pos = -2, -13
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8317
name = "Plasma Charge Shot"
sprpriority = 5
pos = 7, -11
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8318
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, -2
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8319
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -27
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = anim =8301
trigger1 = animelem = 2
id = 8320
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -27
postype = p1
stateno = 8310
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

;---------------------[]

[state a]
type = destroyself
trigger1 = anim = 8301
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; パーツ
[Statedef 8310]
type = S
ctrl = 0
anim = 8310
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1= ishelper(8310)
value = 8310
[state a]
type = changeanim
trigger1= ishelper(8311)
value = 8311
[state a]
type = changeanim
trigger1= ishelper(8312)
value = 8312
[state a]
type = changeanim
trigger1= ishelper(8313)
value = 8313
[state a]
type = changeanim
trigger1= ishelper(8314)
value = 8314
[state a]
type = changeanim
trigger1= ishelper(8315)
value = 8315
[state a]
type = changeanim
trigger1= ishelper(8316)
value = 8316
[state a]
type = changeanim
trigger1= ishelper(8317)
value = 8317
[state a]
type = changeanim
trigger1= ishelper(8318)
value = 8318
[state a]
type = changeanim
trigger1= ishelper(83197)
value = 8319
[state a]
type = changeanim
trigger1= ishelper(8320)
value = 8320


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

[state a]
type = varset
trigger1 = time = 0
v = 2
value = -40 + random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


[State 200, 1]
type = PlaySnd
trigger1 = pos y = -2
value = 400,0

;---------------------[エフェクト]
[state -2,a];爆発
type = Explod
trigger1 = pos y = -2
anim          = 1006
ID            = 6500
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 0
value = 8120

;---------------------------------------------------------------------------
; READY
[Statedef 4000]
type = S
ctrl = 0
anim = 4010
velset = 0,0
sprpriority = 99995

[state a]
type = changestate
trigger1 = time = 1
trigger1 = root,var(5) = 1
value = 4050

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varadd
trigger1 = time >= 65
v = 2
value = 1

[state a]
type = varadd
trigger1 = time >= 120
v = 3
value = 1

;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 60
value = 190,2

;---------------------[移動]
[state a]
type = posset
trigger1 = 1
x = -200

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 156 - var(3)*4,220 + var(3)

[state a]
type = palfx
trigger1 = 1
time = 2
add = 10,40,40

[state a]
type = varadd
trigger1 = time >= 0
trigger1 = time <= 35
v = 1
value = 2

[state a]
type = angledraw
trigger1 = 1
scale = 9999,120 - var(1)

;---------------------[エフェクト]
[State a]
type = Explod
trigger1 = time <= 80
trigger1 = time % 3 = 0
anim = 4025
id = 4025
sprpriority = 99999
postype = p1
pos = 330,-45 + random%90
bindtime = 1
vel = -15,0
removetime = 25
under = 0
trans = addalpha
alpha = 235,120
ownpal = 1
pausemovetime = 999999

;---------------------[ヘルパー]
[state a];攻撃
type = Helper
trigger1 = time = 10
id = 4020
name = "READY"
sprpriority = 5
pos = 400,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 15
id = 4021
name = "READY"
sprpriority = 5
pos = 450,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 20
id = 4022
name = "READY"
sprpriority = 5
pos = 500,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 25
id = 4023
name = "READY"
sprpriority = 5
pos = 550,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 30
id = 4024
name = "READY"
sprpriority = 5
pos = 600,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 191, 3]
type = destroyself
trigger1 = var(3) >= 256

;---------------------------------------------------------------------------
; 文字
[Statedef 4020]
type = S
ctrl = 0
anim = 4020
velset = -10,0
sprpriority = 99999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4021)
value = 4021

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4022)
value = 4022

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4023)
value = 4023

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4024)
value = 4024

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[移動]
[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

[state a]
type = velset
trigger1 = time = 30
x = 0

[state a]
type = angledraw
trigger1 = 1
scale = 0.5,0.5

[state a]
type = velset
trigger1 = parent,var(2) = 50
x = -15

;---------------------[ヘルパー]
[state a];
type = Helper
trigger1 = ishelper(4020)
trigger1 = parent,var(2) = 1
id = 4020
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4021)
trigger1 = parent,var(2) = 1
id = 4021
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4022)
trigger1 = parent,var(2) = 1
id = 4022
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4023)
trigger1 = parent,var(2) = 1
id = 4023
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4024)
trigger1 = parent,var(2) = 1
id = 4024
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]
[State 191, 3]
type = destroyself
trigger1 = time = 140

;---------------------------------------------------------------------------
; 文字2
[Statedef 4021]
type = S
ctrl = 0
anim = 4020
velset = 0,0
sprpriority = 1000000

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4021)
value = 4021

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4022)
value = 4022

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4023)
value = 4023

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4024)
value = 4024

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = 1
v = 1
value = 1

;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[移動]
[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1)*6,var(1)*6

[state a]
type = angledraw
trigger1 = 1
scale = 0.5 + var(1)*0.005,0.5 + var(1)*0.005

;---------------------[透過]


;---------------------[ステート移行]
[State 191, 3]
type = destroyself
trigger1 = var(1) >= 256


;---------------------------------------------------------------------------
; WARNING
[Statedef 4050]
type = S
ctrl = 0
anim = 4050
velset = 0,0
sprpriority = 99995

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = null;varadd
trigger1 = time >= 65
v = 2
value = 1

[state a]
type = varadd
trigger1 = time >= 230
v = 3
value = 8

;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = assertspecial
trigger1 = 1
flag = nomusic

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 30
value = 190,3

;---------------------[移動]
[state a]
type = posset
trigger1 = 1
x = -200

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1)*8 - var(3),256 + var(1)*8 + var(3)

[state a]
type = varadd
trigger1 = time >= 0
trigger1 = time < 16
trigger2 = time >= 32
trigger2 = time < 48
trigger3 = time >= 60
trigger3 = time < 72
v = 1
value = 1

[state a]
type = varadd
trigger1 = time >= 16
trigger1 = time < 32
trigger2 = time >= 48
trigger2 = time < 60
v = 1
value = -1

[state a]
type = null;palfx
trigger1 = 1
time = 2
add = 10,40,40

[state a]
type = varadd
trigger1 = time >= 72
trigger1 = time <= 128
v = 2
value = 2

[state a]
type = angledraw
trigger1 = 1
scale = 9999,150 - var(2)

;---------------------[エフェクト]


;---------------------[ヘルパー]
[state a];攻撃
type = Helper
trigger1 = time = 40
id = 4060
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 60
id = 4061
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 80
id = 4062
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 100
id = 4063
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 120
id = 4064
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 140
id = 4065
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 160
id = 4066
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 191, 3]
type = destroyself
trigger1 = var(3) >= 256

;---------------------------------------------------------------------------
; 文字
[Statedef 4060]
type = S
ctrl = 0
anim = 4060
velset = 0,0
sprpriority = 99999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4061)
value = 4061

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4062)
value = 4062

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4063)
value = 4063

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4064)
value = 4064

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4065)
value = 4065

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4066)
value = 4066

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = parent,var(3) != 0
v = 2
value = 8

;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1)*8 - var(2),256 - var(1)*8 + var(2)

[state a]
type = varadd
trigger1 = var(1) < 32
v = 1
value = 1

[state a]
type = angledraw
trigger1 = 1
scale = 0.5,0.5


;---------------------[ステート移行]
[State 191, 3]
type = destroyself
trigger1 = var(2) >= 256










;---------------------------------------------------------------------------
; ノーマルバスター
[Statedef 200]
type = S
ctrl = 0
anim = 200
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

;---------------------[効果音]


[state a]
type = ctrlset
trigger1 = time = 1
value = 1

;---------------------[ヘルパー]
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 500
name = "X Buster"
sprpriority = 5
pos = 33,-21
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; チャージバスター
[Statedef 201]
type = S
ctrl = 0
anim = 200
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

;---------------------[効果音]


[state a]
type = ctrlset
trigger1 = time = 1
value = 1

;---------------------[ヘルパー]
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 38,-21
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ハイパーZEROブラスター
[Statedef 202]
type = S
ctrl = 0
anim = 200
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

;---------------------[効果音]


[state a]
type = ctrlset
trigger1 = time = 1
value = 1

;---------------------[ヘルパー]
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -21
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 地上ダブチャ以上初段
[Statedef 250]
type = S
ctrl = 0
anim = 350
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = prevstateno = 260
value = 350
elem = var(10)


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
trigger2 = animtime = 0
v = 10
value = 11

;---------------------[効果音]

[State 191, Snd 1]
type = PlaySnd
trigger1 = var(59) > 0
trigger1 = time = 1
value = 250,random%2

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 6
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 32, -25
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = var(59) = 0
triggerall = time = [22,26]
triggerall = (command="holdx"&&palno = [4,6])||(command="holdy"&&palno != [4,6])
trigger1 = var(12) > 0 && var(11) = 3
trigger2 = var(12) > 1 && var(11) = 4
value = 251

[State 195, 2]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = time = 26
value = 251
;---------------------------------------------------------------------------
; 地上ダブチャ以上二段
[Statedef 251]
type = S
ctrl = 0
anim = 351
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = prevstateno = 261
value = 351
elem = var(10)


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
trigger2 = animtime = 0
v = 10
value = 13

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 30, -23
postype = p1
stateno = ifelse(palno=5,542,502)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = var(59) = 0
triggerall = time = [20,23]
triggerall = (command="holdx"&&palno = [4,6])||(command="holdy"&&palno != [4,6])
trigger1 = var(12) = 1 && var(11) = 4
value = 252

[State 195, 2]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = time = 23
value = 252
;---------------------------------------------------------------------------
; 地上トリチャサーベル
[Statedef 252]
type = S
ctrl = 0
anim = 352
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0


;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 5
value = 200,9

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 6
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 60, -21
postype = p1
stateno = 503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 504
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 504
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(45)=[0,499]
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(45)=[500,999]
value = 105
;---------------------------------------------------------------------------
; 空中ダブチャ以上初段
[Statedef 260]
type = A
ctrl = 0
anim = 360
movetype = I
physics = N
sprpriority = 1

[State ,Gravity]
Type                       = Gravity
Trigger1                   = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = time > 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[State 610]
type = turn
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 100

[State 50, 1]
type = varset
trigger1 = prevstateno = 110
trigger1 = command = "holda"
trigger1 = time = [0,1]
v = 13
value = 0

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 1
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 2
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 3
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 4
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 5
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 6
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(38) > 0
ignorehitpause = 1
time = 2

;---------------------[エフェクト]
[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = command != "holda"
trigger1 = vel y <= 0
y = 0

[State 50, 1]
type = velset
trigger1 = prevstateno = 110
trigger1 = command = "a"
trigger1 = time = [0,1]
y = ifelse(palno = 6,-6*1.25,-6)

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 41, -21
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 270

[State 195, 2]
type = ChangeState
triggerall = time = [22,26]
triggerall = (command="holdx"&&palno = [4,6])||(command="holdy"&&palno != [4,6])
trigger1 = var(12) > 0 && var(11) = 3
trigger2 = var(12) > 1 && var(11) = 4
value = 261
;---------------------------------------------------------------------------
; 空中ダブチャ以上二段
[Statedef 261]
type = A
ctrl = 0
anim = 361
movetype = I
physics = N
sprpriority = 1

[State ,Gravity]
Type                       = Gravity
Trigger1                   = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = time > 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
v = 10
value = 13

[State 610]
type = turn
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 100

[State 50, 1]
type = varset
trigger1 = prevstateno = 110
trigger1 = command = "a"
trigger1 = time = [0,1]
v = 13
value = 0

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 1
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 2
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 3
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 4
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 5
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 6
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(38) > 0
ignorehitpause = 1
time = 2

;---------------------[エフェクト]
[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = command != "holda"
trigger1 = vel y <= 0
y = 0

[State 50, 1]
type = velset
trigger1 = prevstateno = 110
trigger1 = command = "holda"
trigger1 = time = [0,1]
y = ifelse(palno = 6,-6*1.25,-6)

;---------------------[効果音]


;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 30, -23
postype = p1
stateno = ifelse(palno=5,542,502)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 271

[State 195, 2]
type = ChangeState
triggerall = time = [20,23]
triggerall = (command="holdx"&&palno = [4,6])||(command="holdy"&&palno != [4,6])
trigger1 = var(12) = 1 && var(11) = 4
value = 262
;---------------------------------------------------------------------------
; 空中トリチャサーベル
[Statedef 262]
type =A
ctrl = 0
anim = 362
movetype = A
physics = N
sprpriority = 1

[state a]
type = varset
trigger1 = 1
v = 12
value = 0
[State ,Gravity]
Type                       = Gravity
Trigger1                   = 1
[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 191, Snd 1]
type = PlaySnd
trigger1 = var(59) > 0
trigger1 = time = 1
channel = 16
value = 70,0

[state a]
type = varset
trigger1 = time > 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
v = 10
value = 13

[State 610]
type = turn
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 100

[State 50, 1]
type = varset
trigger1 = var(59) = 0
trigger1 = prevstateno = 110
trigger1 = command = "holda"
trigger1 = time = [0,1]
v = 13
value = 0

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 1
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 2
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 3
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 4
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 5
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 6
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(38) > 0
ignorehitpause = 1
time = 2

;---------------------[エフェクト]
[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) > 0
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holda"
trigger1 = vel y <= 0
y = 0

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = prevstateno = 110
trigger1 = command = "a"
trigger1 = time = [0,1]
y = ifelse(palno = 6,-6*1.25,-6)

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 5
value = 200,9

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 6
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 60, -21
postype = p1
stateno = 503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 504
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 504
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 272

;---------------------------------------------------------------------------
; 着地ダブチャ以上初段
[Statedef 270]
type = S
ctrl = 0
anim = 350
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 350
elem = var(10)


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
trigger2 = animtime = 0
v = 10
value = 9

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 200,2

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 41, -21
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = time = [22,26]
triggerall = (command="holdx"&&palno = [4,6])||(command="holdy"&&palno != [4,6])
trigger1 = var(12) > 0 && var(11) = 3
trigger2 = var(12) > 1 && var(11) = 4
value = 251
;---------------------------------------------------------------------------
; 着地ダブチャ以上二段
[Statedef 271]
type = S
ctrl = 0
anim = 351
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 351
elem = var(10)


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
trigger2 = animtime = 0
v = 10
value = 13

;---------------------[効果音]


;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 30, -23
postype = p1
stateno = ifelse(palno=5,542,502)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = time = [20,23]
triggerall = (command="holdx"&&palno = [4,6])||(command="holdy"&&palno != [4,6])
trigger1 = var(12) = 1 && var(11) = 4
value = 252
;---------------------------------------------------------------------------
; 着地トリチャサーベル
[Statedef 272]
type = S
ctrl = 0
anim = 352
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 352
elem = var(10)

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
trigger2 = animtime = 0
v = 10
value = 13

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 5
value = 200,9

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 5
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 48, -22
postype = p1
stateno = 503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger1 = !NumHelper(504)
id = 504
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 504
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; １段サーベル
[Statedef 400]
type = S
ctrl = 0
anim = 400
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7000
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7000
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 7
trigger1 = command = "x"
value = 401

[State 195, 2]
type = ChangeState
trigger1 = var(59)>0
trigger1 = time >= 11
value = 401

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ２段サーベル
[Statedef 401]
type = S
ctrl = 0
anim = 401
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 400,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7001
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7001
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "x"
value = 407

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holddown"
trigger1 = command = "x"
value = 408


[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "x"
value = 402

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "z"
value = 1550

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "z"
value = 1520

[State 195, 2]
type = ChangeState
trigger1 = var(59)>0
trigger1 = time >= 12
value = 402


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ３段サーベル
[Statedef 402]
type = S
ctrl = 0
anim = 402
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = ifelse(palno = 5,302,400),ifelse(palno = 5,0,5)

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7002
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7002
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 振り向きサーベル
[Statedef 403]
type = S
ctrl = 0
anim = 401
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 211]
type = turn
trigger1 = time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 400,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7003
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7003
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "x"
value = 407

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holddown"
trigger1 = command = "x"
value = 408

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "x"
value = 402

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "z"
value = 1550

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "z"
value = 1520


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; １段サーベル
[Statedef 404]
type = S
ctrl = 0
anim = 404
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 401,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7004
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7004
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 5
trigger1 = command = "x"
value = 405

[State 195, 2]
type = ChangeState
trigger1 = var(59)>0
trigger1 = time >= 9
value = 405


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ２段サーベル
[Statedef 405]
type = S
ctrl = 0
anim = 405
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 401,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7005
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7005
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "x"
value = 407

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holddown"
trigger1 = command = "x"
value = 408


[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "x"
value = 406

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "z"
value = 1550

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "z"
value = 1520

[State 195, 2]
type = ChangeState
trigger1 = var(59)>0
trigger1 = time >= 10
value = 406


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ３段サーベル
[Statedef 406]
type = S
ctrl = 0
anim = 406
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 401,2

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7006
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7006
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "x"
value = 1555

[State 195, 2]
type = ChangeState
trigger1 = var(59)>0
trigger1 = time >= 8
value = 1555


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 上入れ３段サーベル
[Statedef 407]
type = S
ctrl = 0
anim = 407
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 432,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7007
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7007
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 下入れ３段サーベル
[Statedef 408]
type = S
ctrl = 0
anim = 408
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 432,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7008
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7008
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 76, -26
postype = p1
stateno = 505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; しゃがみサーベル
[Statedef 409]
type = C
ctrl = 0
anim = 409
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7009
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7009
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 空中ャサーベル
[Statedef 410]
type =A
ctrl = 0
anim = 410
movetype = A
physics = N
sprpriority = 1

[State ,Gravity]
Type                       = Gravity
Trigger1                   = 1
[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 191, Snd 1]
type = PlaySnd
trigger1 = var(59) > 0
trigger1 = time = 1
channel = 16
value = 70,0

[state a]
type = varset
trigger1 = time > 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger2 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[State 610]
type = turn
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 100


[State 10000, AfterImage]
type = AfterImage
triggerall = var(3) = 1
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2

[state a]
type = afterimagetime
trigger1 = var(3) = 0
time = 0


;---------------------[エフェクト]
[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) > 0
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holda"
trigger1 = vel y <= 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger1 = !NumHelper(7010)
id = 7010
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7010
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = palno != 5
triggerall = palno != 11
triggerall = time >= 5
trigger1 = command = "x"
value = 413

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 412
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 411

; 着地サーベル
[Statedef 411]
type = S
ctrl = 0
anim = 411
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 411
elem = var(10)

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = time = 0
trigger2 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

;---------------------[効果音]


;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger1 = !NumHelper(7010)
id = 7010
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7010
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; エアダッシュ終了
[Statedef 412]
type    = A
physics = A
anim = 412
ctrl = 1
;velset = 0,0

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 2000

[state a]
type = varset
triggerall = time = 0
trigger1 = prevstateno = 110
v = 3
value = 1



[State 10000, AfterImage]
type = AfterImage
triggerall = var(3) = 1
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2

[state a]
type = afterimagetime
trigger1 = var(3) = 0
time = 0


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = prevstateno = 110
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = prevstateno != 110
x = 0

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 412
value = 414
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 414
value = 412
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 24,-23
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 29,-23
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 26, -23
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; 空中ト回転サーベル
[Statedef 413]
type =A
ctrl = 0
anim = 413
movetype = A
physics = A
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 191, Snd 1]
type = PlaySnd
trigger1 = var(59) > 0
trigger1 = time = 1
channel = 16
value = 70,0

[state a]
type = varset
trigger1 = time > 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[State 610]
type = turn
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 100

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 1
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 2
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 3
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 4
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 5
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 6
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(38) > 0
ignorehitpause = 1
time = 2

;---------------------[エフェクト]
[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) > 0
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holda"
trigger1 = vel y <= 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7013
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7013
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 415
ctrl = 1

;---------------------------------------------------------------------------
; エアダッシュ終了
[Statedef 415]
type    = A
physics = A
anim = 412
ctrl = 1
;velset = 0,0

;---------------------[エフェクト]
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 2000

[state a]
type = varset
triggerall = time = 0
trigger1 = prevstateno = 110
v = 3
value = 1



[State 10000, AfterImage]
type = AfterImage
triggerall = var(3) = 1
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2

[state a]
type = afterimagetime
trigger1 = var(3) = 0
time = 0


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 195, 2]
type = ChangeState
triggerall = time < 6
trigger1 = command = "x"
value = 413

[State 195, 2]
type = ChangeState
triggerall = time >= 6
trigger1 = command = "x"
value = 410

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = prevstateno = 110
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) > 0
trigger1 = prevstateno != 110
x = 0

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 412
value = 414
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 414
value = 412
elem = var(10)

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 24,-23
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 29,-23
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 26, -23
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------------------------------------------------------------
; 壁Zセイバー
[Statedef 420]
type = A
ctrl = 0
anim = 420
velset = 0,ifelse(palno = 12,0.75,1.5)
movetype = A
physics = S
sprpriority = 1

;---------------------[効果音]

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 14
value = 0


[state a]
type = varset
trigger1 = time < 27
v = 21
value = 0

[State a]
type = PlaySnd
trigger1 = anim = 420
trigger1 = animelem = 2
value = 420,0

;---------------------[]
[state a]
type = ctrlset
trigger1 = animelem = 8,>=0
value = 1

[state a]
type = posset
trigger1 = facing = 1
x = -130

[state a]
type = posset
trigger1 = facing = -1
x = 130


[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 0
movecamera = 0,1

[state a]
type = varset
trigger1 = 1
v = 10
value = 11

[state a]
type = varset
trigger1 = 1
v = 10
value = 12

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 420
value = 422
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 422
value = 420
elem = var(10)

[State a];砂煙
type = Explod
trigger1 = ctrl = 1
trigger1 = command != "holdback"
trigger2 = pos y >= 0
trigger3 = ctrl = 1
trigger3 = command = "a"
anim = 331
id = 350
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1
pausemovetime = 999999

[State a];蹴り
type = Explod
trigger1 = ctrl = 1
trigger1 = command = "a"
anim = 332
id = 350
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1
pausemovetime = 999999

;---------------------[バスターエフェクト]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7020
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 39 + 6,-30 + 3
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 4
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 507
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = command = "a"
trigger1 = animelem = 1,>=0
value = 310


[state a]
type = changestate
trigger1 = command != "holdback"
trigger1 = animelem = 8,>=0
value = 301

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
value = 52






;---------------------------------------------------------------------------
; ダッシュサーベル
[Statedef 430]
type = S
ctrl = 0
anim = 430
movetype = A
physics = N
sprpriority = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 102

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 100, 1]
type = Velmul
trigger1 = 1
x = 0.9

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = varset
trigger1 = 1
v = 3
value = 0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 421,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7030
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7030
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = time >= 8
triggerall = palno != 11
trigger1 = command = "x"
value = 400

;---------------------------------------------------------------------------
; 地上チャージサーベル
[Statedef 450]
type = S
ctrl = 0
anim = 450
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 260, EnvShake]
type = EnvShake
triggerall = NumHelper(99999) > 0
trigger1 = AnimElem = 4
time = 35
freq = 100
ampl = -10
phase = 10

[State 260, ForceFeedback]
type = ForceFeedback
triggerall = NumHelper(99999) > 0
trigger1 = AnimElem = 4
waveform = "sinesquare"
time = 70
freq = 128,0,0,0
ampl = 128,0,0,0
self = 1
ignorehitpause = 1

[State 260, ForceFeedback]
type = ForceFeedback
triggerall = NumHelper(99999) > 0
trigger1 = AnimElem = 4
waveform = "sinesquare"
time = 70
freq = 128,0,0,0
ampl = 128,0,0,0
self = 2
ignorehitpause = 1

[State 260, Helper]
type = Helper
triggerall = NumHelper(99999) > 0
trigger1 = AnimElem = 5
helpertype = normal
name = "Boulder Trigger"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1265
pos = 0, 0
postype = P1
stateno = 1265
keyctrl = 0
ownpal = 1

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 433,random%2


;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7050
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 空中チャージサーベル
[Statedef 451]
type =A
ctrl = 0
anim = 451
movetype = A
physics = N
sprpriority = 1

[State ,Gravity]
Type                       = Gravity
Trigger1                   = 1
[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 191, Snd 1]
type = PlaySnd
trigger1 = var(59) > 0
trigger1 = time = 1
channel = 16
value = 70,0

[state a]
type = varset
trigger1 = time > 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
v = 10
value = 13


[state a]
type = varset
trigger1 = animelem = 14
v = 10
value = 14

[state a]
type = varset
trigger1 = animelem = 15
v = 10
value = 15



[State 610]
type = turn
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 100

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 1
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 2
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 3
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 4
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 5
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 6
trigger1 = Time <= 0
trigger1 = var(38) > 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(38) > 0
ignorehitpause = 1
time = 2

;---------------------[エフェクト]
[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) > 0
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holda"
trigger1 = vel y <= 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 433,random%2

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7050
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 452

;---------------------------------------------------------------------------
; 地上チャージサーベル
[Statedef 452]
type = S
ctrl = 0
anim = 450
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 450
elem = var(10)
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 433,random%2

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
v = 10
value = 13


[state a]
type = varset
trigger1 = animelem = 14
v = 10
value = 14

[state a]
type = varset
trigger1 = animelem = 15
v = 10
value = 15


;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger1 = !NumHelper(7050)
id = 7050
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 壁チャージセイバー
[Statedef 470]
type = A
ctrl = 0
anim = 420
velset = 0,ifelse(palno = 12,0.75,1.5)
movetype = A
physics = S
sprpriority = 1

;---------------------[効果音]

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 433,random%2

[state a]
type = varset
trigger1 = time < 27
v = 21
value = 0

;---------------------[]
[state a]
type = ctrlset
trigger1 = animelem = 12,>=0
value = 1

[state a]
type = posset
trigger1 = facing = 1
x = -130

[state a]
type = posset
trigger1 = facing = -1
x = 130


[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 0
movecamera = 0,1

[state a]
type = varset
trigger1 = 1
v = 10
value = 11

[state a]
type = varset
trigger1 = 1
v = 10
value = 12

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 420
value = 422
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 422
value = 420
elem = var(10)

[State a];砂煙
type = Explod
trigger1 = ctrl = 1
trigger1 = command != "holdback"
trigger2 = pos y >= 0
trigger3 = ctrl = 1
trigger3 = command = "a"
anim = 331
id = 350
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1
pausemovetime = 999999

[State a];蹴り
type = Explod
trigger1 = ctrl = 1
trigger1 = command = "a"
anim = 332
id = 350
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1
pausemovetime = 999999

[State a]
type = null;;;removeExplod
triggerall = ctrl = 1
trigger1 = command != "holdback"
trigger2 = pos y >= 0
trigger3 = command = "a"
id = 400

;---------------------[バスターエフェクト]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7070
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7070
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[バスター発射]
[state a];豆
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];チャージショット
type = Helper
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 39 + 6,-30 + 3
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショット
type = Helper
trigger1 = var(11) = 4
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 507
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = command = "a"
trigger1 = animelem = 12,>=0
value = 310


[state a]
type = changestate
trigger1 = command != "holdback"
trigger1 = animelem = 12,>=0
value = 301

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
; Boulder Trigger
[Statedef 1265]
sprpriority = 10
movetype = A
anim = 6666
ctrl = 0

[State 265, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 265, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = Root, Facing = 1
v = 0
value = 1

[State 265, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger1 = Root, Facing = -1
v = 0
value = -1

[State 265, VarRandom]
type = VarRandom
trigger1 = Var(0) > 0
v = 1
range = 0,90

[State 265, VarRandom]
type = VarRandom
trigger1 = Var(0) < 0
v = 1
range = -90,0

[State 265, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible

[State 265, PosSet]
type = PosSet
trigger1 = Time <= 0
x = Root, Pos X + Var(1) * Const(size.xscale)
y = -250

[State 265, Helper]
type = Helper
trigger1 = Time <= 0
helpertype = normal
name = "Starting X Position"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
id = 1266
pos = 0, 0
postype = P1
stateno = 1266
keyctrl = 0
ownpal = 1

[State 265, PosSet]
type = PosSet
trigger1 = Time > 0
trigger1 = NumHelper(1266) > 0
x = Helper(1266), Pos X + Var(1) * Const(size.xscale)
y = -250

;====================
; Boulders
;====================
;---------------
; Boulder 1
;---------------
[State 265, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Boulder"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
id = 1270
pos = 0, 0
postype = P1
stateno = 1270
keyctrl = 0
ownpal = 1

[State 265, PlaySnd]
type = PlaySnd
triggerall = Time > 0
triggerall = NumHelper(1270) > 0
trigger1 = Helper(1270), PrevStateNo = 1270
trigger2 = Helper(1270), Pos Y >= 0
trigger2 = Helper(1270), Vel Y >= 0
persistent = 0
value = 1300, 2
channel = 5

;---------------
; Boulder 2
;---------------
[State 265, Helper]
type = Helper
trigger1 = Time = 20
helpertype = normal
name = "Boulder"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
id = 1271
pos = 0, 0
postype = P1
stateno = 1270
keyctrl = 0
ownpal = 1

[State 265, PlaySnd]
type = PlaySnd
triggerall = Time > 20
triggerall = NumHelper(1271) > 0
trigger1 = Helper(1271), PrevStateNo = 1270
trigger2 = Helper(1271), Pos Y >= 0
trigger2 = Helper(1271), Vel Y >= 0
persistent = 0
value = 1300, 2
channel = 5

;---------------
; Boulder 3
;---------------
[State 265, Helper]
type = Helper
trigger1 = Time = 40
helpertype = normal
name = "Boulder"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
id = 1272
pos = 0, 0
postype = P1
stateno = 1270
keyctrl = 0
ownpal = 1

[State 265, PlaySnd]
type = PlaySnd
triggerall = Time > 40
triggerall = NumHelper(1272) > 0
trigger1 = Helper(1272), PrevStateNo = 1270
trigger2 = Helper(1272), Pos Y >= 0
trigger2 = Helper(1272), Vel Y >= 0
persistent = 0
value = 1300, 2
channel = 5
;---------------
;====================

[State 265, Destroy]
type = DestroySelf
triggerall = Time > 0
trigger1 = NumHelper(1270) <= 0
trigger1 = NumHelper(1271) <= 0
trigger1 = NumHelper(1272) <= 0

;---------------------------------------------------------------------------
; Starting X Position
[Statedef 1266]
sprpriority = 10
movetype = A
anim = 6666
ctrl = 0

[State 265, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 265, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible

[State 265, PosSet]
type = PosSet
trigger1 = Time <= 0
x = Root, Pos X
y = -250

[State 265, Destroy]
type = DestroySelf
triggerall = Time > 0
trigger1 = NumHelper(1265) <= 0
trigger1 = NumHelper(1270) <= 0
trigger1 = NumHelper(1271) <= 0
trigger1 = NumHelper(1272) <= 0

;---------------------------------------------------------------------------
; Boulder Fall
[Statedef 1270]
sprpriority = 15
movetype = A
velset = 0,0
juggle = 10
anim = 1270
ctrl = 0

[State 270, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
ignorehitpause = 1
stateno = 1272
time = 1

[State 270, VelAdd]
type = VelAdd
trigger1 = Root, Var(55) <= 0
y = 0.25 * Const(size.yscale)

[State 270, VelAdd]
type = VelAdd
trigger1 = Root, Var(55) > 0
y = 0.5 * Const(size.yscale)

[State 270, AttackMulSet]
type = AttackMulSet
trigger1 = 1;Root, Var(55) > 0 || Root, var(20) >= 0 && Root, var(57) = 3
ignorehitpause = 1
value = 1;0.5


[State 270, Smoke]
type = Explod
triggerall = name = "Omega Zero"
triggerall = IsHelper(1270)||IsHelper(1271)||IsHelper(1272)
trigger1 = Time;Mod = 3,0
trigger1 = Root, Var(55) > 0
trigger1 = (Root, var(20) < 0 && Root, var(57) = 3)||(Root, var(20) >= 0 && Root, var(57) = 1)
sprpriority = -10
scale = const(size.xscale), const(size.yscale)
postype = P1
ownpal = 1
ontop = 1
anim = 1000080
pos = 0,0
ID = 1000080

[State 270, Smoke]
type = Explod
triggerall = name = "Omega Zero"
triggerall = IsHelper(1270)||IsHelper(1271)||IsHelper(1272)
trigger1 = Time%3=0;TimeMod = 3,0
trigger1 = Root, Var(55) > 0
trigger1 = (Root, var(20) < 0 && Root, var(57) = 3)||(Root, var(20) >= 0 && Root, var(57) = 1)
sprpriority = -10
scale = const(size.xscale), const(size.yscale)
postype = P1
ownpal = 1
ontop = 1
anim = 1000080
pos = ceil(3*const(size.xscale)),0
ID = 1000080

[State 270, Smoke]
type = Explod
triggerall = name = "Omega Zero"
triggerall = IsHelper(1270)||IsHelper(1271)||IsHelper(1272)
trigger1 = Time%3=0;TimeMod = 3,0
trigger1 = Root, Var(55) > 0
trigger1 = (Root, var(20) < 0 && Root, var(57) = 3)||(Root, var(20) >= 0 && Root, var(57) = 1)
sprpriority = -10
scale = const(size.xscale), const(size.yscale)
postype = P1
ownpal = 1
ontop = 1
anim = 1000080
pos = ceil(-3*const(size.xscale)),0
ID = 1000080

[State 270, AssertSpecial]
type = AssertSpecial
trigger1 = Root, stateno=196
flag = unguardable

[State 270, HitDef]
type = HitDef
trigger1 = Time <= 0
attr = A, HA
damage = 47*(1+(root,fvar(33))), 0
animtype = Hard
hitflag = MAFD
guardflag = HA
priority = 7, Hit
pausetime = Ifelse(Root, Var(55) > 0, 0, 1), Ifelse(Root, Var(55) > 0, 0, 1)
sparkxy = ceil(-5 * const(size.xscale)), ceil(5 * const(size.yscale))
sparkno = s550
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = High
ground.slidetime = 40
ground.hittime = 40
ground.velocity = -3,-6
airguard.velocity = -2,-3
air.type = Low
air.velocity = -3,-6
air.hittime = 40
fall.recover = 0
air.fall = 1
fall = 1
kill = ifelse(Root, stateno=196,0,1)

;----- Hit Impact -----
[State 270, Hit]
type = PlaySnd
trigger1 = MoveHit
ignorehitpause = 1
value = 200, 3
channel = 2

[State 270, Guard]
type = PlaySnd
trigger1 = MoveGuarded
ignorehitpause = 1
value = 200, 4
channel = 3

[State 270, Reset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1
;--------------------

[State 270, PosSet]
type = PosSet
trigger1 = Time > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 270, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 270, State]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 1271

;---------------------------------------------------------------------------
; Boulder Hit Floor
[Statedef 1271]
sprpriority = 15
movetype = A
velset = 0,0
ctrl = 0

[State 270, NotHitBy]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA
time = 1

[State 270, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 270, EnvShake]
type = EnvShake
trigger1 = Time <= 0
time = 5
freq = 50
ampl = -10
phase = 10

[State 270, Helper]
type = Helper
trigger1 = Time <= 0
helpertype = normal
name = "Rock"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),1277,2707)
pos = 0, 0
postype = P1
stateno = 1275
keyctrl = 0
pausemovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
supermovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
ownpal = 1

[State 270, Helper]
type = Helper
trigger1 = Time <= 0
helpertype = normal
name = "Rock"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),1276,2706)
pos = 0, 0
postype = P1
stateno = 1275
keyctrl = 0
pausemovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
supermovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
ownpal = 1

[State 270, Helper]
type = Helper
trigger1 = Time <= 0
helpertype = normal
name = "Rock"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),1275,2705)
pos = 0, 0
postype = P1
stateno = 1275
keyctrl = 0
pausemovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
supermovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
ownpal = 1

[State 270, Destroy]
type = DestroySelf
trigger1 = 1

;---------------------------------------------------------------------------
; Boulder Hit
[Statedef 1272]
sprpriority = -15
movetype = H
velset = 0,0
ctrl = 0

[State 270, NotHitBy]
type = NotHitBy
trigger1 = 1
ignorehitpause = 1
value = SCA
time = 1

[State 270, PlaySnd]
type = PlaySnd
trigger1 = Time <= 0
value = 6, 0
channel = 5

[State 270, Helper]
type = Helper
trigger1 = Time <= 0
helpertype = normal
name = "Rock"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),1277,2707)
pos = 0, 0
postype = P1
stateno = 1275
keyctrl = 0
pausemovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
supermovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
ownpal = 1

[State 270, Helper]
type = Helper
trigger1 = Time <= 0
helpertype = normal
name = "Rock"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),1276,2706)
pos = 0, 0
postype = P1
stateno = 1275
keyctrl = 0
pausemovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
supermovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
ownpal = 1

[State 270, Helper]
type = Helper
trigger1 = Time <= 0
helpertype = normal
name = "Rock"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),1275,2705)
pos = 0, 0
postype = P1
stateno = 1275
keyctrl = 0
pausemovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
supermovetime = ifelse(IsHelper(1270)||IsHelper(1271)||IsHelper(1272),0,1000000000)
ownpal = 1

[State 270, Destroy]
type = DestroySelf
trigger1 = 1

;---------------------------------------------------------------------------
; Rocks
[Statedef 1275]
sprpriority = 20
velset = 0,0
anim = 1275
ctrl = 0

[State 275, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 275, Anim]
type = ChangeAnim
triggerall = IsHelper(1276)
trigger1 = Anim != 1276
trigger1 = Time <= 0
value = 1276

[State 275, Anim]
type = ChangeAnim
triggerall = IsHelper(1277)
trigger1 = Anim != 1277
trigger1 = Time <= 0
value = 1277

[State 275, AssertSpecial]
type = AssertSpecial
trigger1 = Time > 0
trigger1 = Time%2 = 0;TimeMod = 2,0;
flag = Invisible

[State 275, VelSet]
type = VelSet
trigger1 = Time <= 0
x = (-2 + (Random / 300.25)) * Const(size.xscale)
y = (-2 - (Random % 4)) * Const(size.yscale)

[State 275, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.2 * Const(size.yscale)

[State 275, Destroy]
type = DestroySelf
trigger1 = Time > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0

;---------------------------------------------------------------------------
; Small Rocks
[Statedef 1280]
sprpriority = 20
velset = 0,0
anim = 1280
ctrl = 0

[State 280, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 280, Anim]
type = ChangeAnim
triggerall = IsHelper(1281)
trigger1 = Anim != 1281
trigger1 = Time <= 0
value = 1281

[State 280, Anim]
type = ChangeAnim
triggerall = IsHelper(1285)
trigger1 = Anim != 1285
trigger1 = Time <= 0
value = 1285

[State 280, Anim]
type = ChangeAnim
triggerall = IsHelper(286)
trigger1 = Anim != 286
trigger1 = Time <= 0
value = 286

[State 280, Anim]
type = ChangeAnim
triggerall = IsHelper(1287)
trigger1 = Anim != 1287
trigger1 = Time <= 0
value = 1287

[State 280, Anim]
type = ChangeAnim
triggerall = IsHelper(1288)
trigger1 = Anim != 1288
trigger1 = Time <= 0
value = 1288

[State 280, Anim]
type = ChangeAnim
triggerall = IsHelper(1289)
trigger1 = Anim != 1289
trigger1 = Time <= 0
value = 1289

[State 280, SprPriority]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = 20

[State 280, BindToRoot]
type = BindToRoot
trigger1 = Time <= 0
facing = 1
pos = ceil(35 * const(size.xscale)), 0
time = 1

[State 280, VelSet]
type = VelSet
trigger1 = Time <= 0
x = (-1 + (Random / 300.25)) * Const(size.xscale)
y = (-2 - (Random % 6)) * Const(size.yscale)

[State 280, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.2 * Const(size.yscale)

[State 280, Destroy]
type = DestroySelf
trigger1 = Time > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0

;---------------------------------------------------------------------------
; アークブレードΩ
[Statedef 1300]
type = A
ctrl = 0
velset = 0,0
anim = 1440
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 433,0

[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 1441
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1441
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 2
id = 1301
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1301
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
id = 1302
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1301
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 1303
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1301
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 5
id = 1304
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1301
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 6
id = 1305
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1301
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 7
id = 1306
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1301
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 8
id = 1307
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1301
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]

[State a]
type = ChangeState
triggerall = var(59) > 0
trigger1 = animtime=0
trigger1=P2Dist X<=80 || P2Dist X>=-80
trigger1=P2Dist Y > 0
trigger1 = Random < 700
value = 1560

[State a]
type = ChangeState
triggerall = var(59) > 0
trigger1 = animtime=0
trigger1=P2Dist X>=100 || P2Dist X<=-100
trigger1 = Random < 700
value = 1590

[State 1510, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 412
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1301];アーク衝撃波
type = A
ctrl = 0
anim = 1301
movetype = A
physics = N
sprpriority = 6

[State -2, a];チャージカラー１
type = palfx
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
time = 1
add = 0,184,248
mul = 180,160,340
color = 240

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 16101, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1301)
value = 1301

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1302)
value = 1302

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1303)
value = 1303

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1304)
value = 1304

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1305)
value = 1305

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1306)
value = 1306

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1307)
value = 1307

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1301)
x = 4
y = 0

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1302)
x = 3
y = 1.5

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1303)
x = 2
y = 3

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1304)
x = 0
y = 4

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1305)
x = -2
y = 3

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1306)
x = -3
y = 1.5

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1307)
x = -4
y = 0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 64*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -10,-10
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 240

;---------------------------------------------------------------------------
; 電刃零
[Statedef 1400]
ctrl = 0
velset = 0,0
movetype = A
physics = N
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,500))
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 450

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 451


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7002
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7002
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
id = 1401
name = "Plasma Charge Shot"
sprpriority = 5
pos = 43,-23
postype = p1
stateno = 1401
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1401];電刃零衝撃波
type = A
ctrl = 0
anim = 1401
movetype = A
physics = N
sprpriority = 6

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State a]
type = PlaySnd
trigger1 = time = 1
value = 2500,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State a]
type = varset
trigger1 = parent,stateno = 200
trigger2 = parent,stateno = 210
fvar(20) = floor(p2bodydist y / 50)

[state a]
type = velset
trigger1 = time = 0
x = 4
y = floor(p2bodydist y / 60)

[State 1302]
type = velset
trigger1 = vel y >= 0
trigger1 = root,pos Y>0
y = 0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 64*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -10,-10
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 240

;---------------------------------------------------------------------------
; レックレス
[Statedef 1410]
ctrl = 0
type = S
anim = 1410
velset = 0,0
movetype = A
physics = N
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,1000))
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]


[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
id = 1411
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18,-27
postype = p1
stateno = 1411
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;===========================================================================
;古茶
;---------------------------------------------------------------------------
[Statedef 1411]
type = A
ctrl = 0
anim = 207
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 502,0
dest = 502,ifelse(root,palno=8,1,0)

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,2
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 1412
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 1412
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010



;---------------------------------------------------------------------------
;(HELPER)ハイパーＺＥＲＯブラスター
[Statedef 1412]
type = A
ctrl = 0
anim = 502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 502,0
dest = 502,ifelse(root,palno=8,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Explod]
type = Explod
trigger1 = root,palno != 8
trigger1 = !(time%2)
anim = 500
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
vel = 3,0
sprpriority = 1
random = 0,28
removetime = 30
pausemovetime = 0
scale = 1.2,0.5
removeongethit =1
trans = add
ownpal = 1
remappal = 500,0



[State 0, Explod]
type = Explod
trigger1 = root,palno = 8
trigger1 = !(time%2)
anim = 500
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
vel = 3,0
sprpriority = 1
random = 0,28
removetime = 30
pausemovetime = 0
scale = 1.2,0.5
removeongethit =1
trans = add
ownpal = 1
Remappal = 500,1
;---------------------[速度]
[State a]
type = varrandom
trigger1 = time = 0
v = 24
range = 0, 2

[State a]
type = velset
trigger1 = var(24) = 0
trigger1 = animelem = 2
x = 11

[State a]
type = velset
trigger1 = var(24) = 1
trigger1 = animelem = 2
x = 8.25
y = -2

[State a]
type = velset
trigger1 = var(24) = 2
trigger1 = animelem = 2
x = 8.25
y = 2

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 70*(1+ifelse(root,stateno=100,1,ifelse(root,stateno=110,1,ifelse((root,stateno=50&&root,var(3)>0),1,ifelse((root,stateno=310&&root,var(3)>0),1,0)))))*(1+(root,palno=5))*(root,fvar(33)),0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = sifelse(root,palno=5,558,ifelse(root,palno=8,557,556))
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


;---------------------[]
[state a]
type = changestate
trigger1 = time = 150
value = 511


;---------------------------------------------------------------------------
; 真月輪・散
[Statedef 1420]
ctrl = 0
type = A
velset = 0,0
movetype = A
anim = 1420
physics = N
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,1000))
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 7
id = 1422
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -28
postype = p1
stateno = 1422
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 10
id = 1423
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -28
postype = p1
stateno = 1422
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 13
id = 1424
name = "Plasma Charge Shot"
sprpriority = 5
pos = 35, -28
postype = p1
stateno = 1422
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]

[State 1510, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1


;真月輪（追尾1）
[Statedef 1422]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1422
ctrl = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7535
dest = 7535,ifelse(root,palno=8,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State a]
type = PlaySnd
trigger1 = time = 0
value = 1150,3
channel = 2

[State 200, 0]
type = HitDef
trigger1 = animelem = 1
attr = S, SP
damage    = 47*(1+(root,var(36))), 4
animtype = Light 
guardflag = MA  
hitflag = MAF 
priority = 4, Hit 
pausetime = 0, 3 
sparkno = s1205
guard.sparkno = s1206 
sparkxy = -30, -30 
hitsound = s200, 3 
guardsound = s200, 4 
ground.type = High 
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,0 
airguard.velocity = -1,0 
air.type = High 
air.velocity = -1,0 
air.hittime = 3
palfx.time = 1
palfx.add = 255,255,255

[State 1330]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1422)
x = 8
y = 0

[State 1330]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1423)
x = 6
y = -2

[State 1330]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1424)
x = 6
y = 2

[State 14500, DestroySelf]
type = changestate
trigger1 = time = 15
value = 1425

;真月輪（停止）
[Statedef 1425]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1422
ctrl = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7535
dest = 7535,ifelse(root,palno=8,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 200, 0]
type = HitDef
trigger1 = animelem = 1
attr = S, SP
damage    = 47*(1+(root,var(36))), 4
animtype = Light 
guardflag = MA  
hitflag = MAF 
priority = 4, Hit 
pausetime = 0, 3 
sparkno = s1205
guard.sparkno = s1206 
sparkxy = -30, -30 
hitsound = s200, 3 
guardsound = s200, 4 
ground.type = High 
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,0 
airguard.velocity = -1,0 
air.type = High 
air.velocity = -1,0 
air.hittime = 3
palfx.time = 1
palfx.add = 255,255,255

[State 1000, 3]
type = ChangeState
trigger1 = time = 30
value = 1426

;真月輪（追尾2）
[Statedef 1426]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1422
ctrl = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7535
dest = 7535,ifelse(root,palno=8,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 200, 0]
type = HitDef
trigger1 = animelem = 1
attr = S, SP
damage    = 47*(1+(root,var(36))), 4
animtype = Light 
guardflag = MA  
hitflag = MAF 
priority = 4, Hit 
pausetime = 0, 3 
sparkno = s1205
guard.sparkno = s1206 
sparkxy = -30, -30 
hitsound = s200, 3 
guardsound = s200, 4 
ground.type = High 
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,0 
airguard.velocity = -1,0 
air.type = High 
air.velocity = -1,0 
air.hittime = 3
palfx.time = 1
palfx.add = 255,255,255

[State 1331]
type = velset
trigger1 = time = 0
x = 7*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 7*((p2dist y - 30)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))


[State 14500, DestroySelf]
type = changestate
trigger1 = time = 15
value = 1427

;真月輪（停止）
[Statedef 1427]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1422
ctrl = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7535
dest = 7535,ifelse(root,palno=8,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 200, 0]
type = HitDef
trigger1 = animelem = 1
attr = S, SP
damage    = 47*(1+(root,var(36))), 4
animtype = Light 
guardflag = MA  
hitflag = MAF 
priority = 4, Hit 
pausetime = 0, 3 
sparkno = s1205
guard.sparkno = s1206 
sparkxy = -30, -30 
hitsound = s200, 3 
guardsound = s200, 4 
ground.type = High 
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,0 
airguard.velocity = -1,0 
air.type = High 
air.velocity = -1,0 
air.hittime = 3
palfx.time = 1
palfx.add = 255,255,255

[State 1000, 3]
type = ChangeState
trigger1 = time = 30
value = 1428

;真月輪（追尾2）
[Statedef 1428]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1422
ctrl = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7535
dest = 7535,ifelse(root,palno=8,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 200, 0]
type = HitDef
trigger1 = animelem = 1
attr = S, SP
damage    = 47*(1+(root,var(36))), 4
animtype = Light 
guardflag = MA  
hitflag = MAF 
priority = 4, Hit 
pausetime = 0, 3 
sparkno = s1205
guard.sparkno = s1206 
sparkxy = -30, -30 
hitsound = s200, 3 
guardsound = s200, 4 
ground.type = High 
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,0 
airguard.velocity = -1,0 
air.type = High 
air.velocity = -1,0 
air.hittime = 3
palfx.time = 1
palfx.add = 255,255,255

[State 1331]
type = velset
trigger1 = time = 0
x = 7*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 7*((p2dist y - 30)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[State 1331]
type = destroyself
trigger1 = screenpos x != [-159, 479]
trigger2 = screenpos y != [-119, 359]



;;---------------------------------------------------------------------------
; 幻夢零・改
[Statedef 1430]
type = s
ctrl = 0
velset = 0,0
anim = 1430
movetype = A
physics = N
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,2000))
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

[State 195, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = random = [700-(ceil((lifemax-life))/4),999]
value = 1435

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger1 = !NumHelper(1431)
id = 1431
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1431
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 10
id = 1432
name = "Plasma Charge Shot"
sprpriority = 5
pos = 64,-95
postype = p1
stateno = 1432
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 1510, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;;---------------------------------------------------------------------------
; 幻夢零・改
[Statedef 1435]
type = s
ctrl = 0
velset = 0,0
anim = 1430
movetype = A
physics = N
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,2000))
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger1 = !NumHelper(1431)
id = 1431
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1431
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 10
id = 1436
name = "Plasma Charge Shot"
sprpriority = 5
pos = 64,-95
postype = p1
stateno = 1436
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 10
id = 1437
name = "Plasma Charge Shot"
sprpriority = 5
pos = 64,-95
postype = p1
stateno = 1436
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 1510, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 1431]
type = A
ctrl = 0
anim = 1431
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

[State a]
type = PlaySnd
trigger1 = animelem = 11
value = 2500,2

[State a]
type = PlaySnd
trigger1 = animelem = 11
value = 2500,3

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 32*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1430
trigger1 = root,stateno != 1435


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
[Statedef 1432];電刃零衝撃波
type = A
ctrl = 0
anim = 1432
movetype = A
physics = N
sprpriority = 6

[state a]
type = velset
trigger1 = time = 5
x = 15

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State a]
type = PlaySnd
trigger1 = time = 1
value = 2500,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 250*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -10,-10
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = time = 240
value = 511

;---------------------------------------------------------------------------
[Statedef 1436];電刃零衝撃波
type = A
ctrl = 0
anim = 1432
movetype = A
physics = N
sprpriority = 6

[state a]
type = velset
trigger1 = ishelper(1436)
x = 8
y = -5.0*cos(pi/180*(time*6))

[state a]
type = velset
trigger1 = ishelper(1437)
x = 8
y = 5.0*cos(pi/180*(time*6))

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State a]
type = PlaySnd
trigger1 = time = 1
value = 2500,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 999999
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -10,-10
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = time = 240
value = 511

;---------------------------------------------------------------------------
; アークブレードOX
[Statedef 1440]
type = A
ctrl = 0
velset = 0,0
anim = 1440
movetype = A
physics = N
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,2000))
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 433,0

[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 1441
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1441
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 2
id = 1442
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
id = 1443
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 1444
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 5
id = 1445
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 6
id = 1446
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 7
id = 1447
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 8
id = 1448
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 9
id = 1449
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,-15
postype = p1
stateno = 1442
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]

[State 1510, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 412
ctrl = 1
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 1441]
type = A
ctrl = 0
anim = 1441
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2500,2

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2500,3

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 32*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1440
trigger1 = root,stateno != 1300


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;---------------------------------------------------------------------------
[Statedef 1442];アーク衝撃波
type = A
ctrl = 0
anim = 1442
movetype = A
physics = N
sprpriority = 6

[State -2, a];チャージカラー１
type = palfx
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
time = 1
add = 0,184,248
mul = 180,160,340
color = 240

[State 16101, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1442)
value = 1442

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1443)
value = 1443

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1444)
value = 1444

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1445)
value = 1445

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1446)
value = 1446

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1447)
value = 1447

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1448)
value = 1448

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1449)
value = 1449

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1442)
x = 10
y = 0

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1443)
x = 7
y = 7

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1444)
x = 0
y = 10

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1445)
x = -7
y = 7

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1446)
x = -10
y = 0

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1447)
x = -7
y = -7

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1448)
x = 0
y = -10

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1449)
x = 7
y = -7

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 64*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -10,-10
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 240

;---------------------------------------------------------------------------
; ダークホールド
[Statedef 1450]
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 1450

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 1451


[state a]
type = varset
trigger1 = anim = 1450 && time = 20
trigger2 = anim = 1451 && time = 11
v = 23
value = 1

[State 240, サウンド]
type = playsnd
trigger1 =  anim = 1450 && time = 15
trigger2 =  anim = 1451 && time = 12
value = 260, 0
channel = 2

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]
;---------------------[ステート移行]

[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;---------------------------------------------------------------------------
; ３段サーベル
[Statedef 1460]
type = S
ctrl = 0
anim = 406
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 401,2

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7006
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7006
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 1461
name = "Plasma Charge Shot"
sprpriority = 5
pos = 91, -24
postype = p1
stateno = 1461
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = palno != 11
triggerall = time >= 6
trigger1 = command = "holdup"
trigger1 = command = "x"
value = 1555

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;(HELPER)サーベル衝撃波
[Statedef 1461]
type = A
ctrl = 0
anim = 1460
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2



[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = animelem = 2
x = 11

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
value = 511
;---------------------------------------------------------------------------
;(HELPER)バスター弾かれ
[Statedef 510]
type = A
ctrl = 0
;anim = 500
;velset = 0,0
movetype = I
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = (-vel x)*1.5
y = -4+(random%80)*0.1

[state a]
type = turn
trigger1 = time = 0

;---------------------[]
[state a]
type = destroyself
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150

;---------------------------------------------------------------------------
; 光幻刃
[Statedef 1500]
type = S
ctrl = 0
anim = 1500
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 76, -26
postype = p1
stateno = 505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 斬光輪
[Statedef 1510]
type = S
ctrl = 0
anim = 1510
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7510
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
id = 7511
name = "Plasma Charge Shot"
sprpriority = 5
pos = 32, -24
postype = p1
stateno = 7511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 突き
[Statedef 1520]
type = S
ctrl = 0
anim = 1520
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (prevstateno=401)||(prevstateno=403)
value = 1520
elem = 10

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1



[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 13
value = 432,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7520
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7520
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 疾風
[Statedef 1530]
type = S
ctrl = 0
anim = 1530
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 421,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 1
id = 7530
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7530
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 烈風撃
[Statedef 1540]
type = S
ctrl = 0
anim = 1540
movetype = A
physics = N
sprpriority = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 102

[State 45500, 1]
type = ReversalDef
trigger1 = var(53)=7||var(53)=10||var(53)=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 100, 1]
type = Velmul
trigger1 = 1
x = 0.91

[State 100, 1]
type = Velset
trigger1 = animelem = 3
x = 8

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = varset
trigger1 = 1
v = 3
value = 0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 421,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7540+(1*(var(32)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7540+(1*(var(32)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 101
ctrl = 1

;---------------------------------------------------------------------------
; 氷鎌刃
[Statedef 1541]
type = S
ctrl = 0
anim = 430
movetype = A
physics = N
sprpriority = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 102

[State 45500, 1]
type = ReversalDef
trigger1 = var(53)=7||var(53)=10||var(53)=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 100, 1]
type = Velmul
trigger1 = 1
x = 0.91

[State 100, 1]
type = Velset
trigger1 = animelem = 3
x = 8

[State 100, 1]
type = Velset
trigger1 = animelem = 11
x = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = varset
trigger1 = 1
v = 3
value = 0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 421,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7545
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7545
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = time >= 8
triggerall = var(53) != 11
trigger1 = command = "x"
value = ifelse(var(25)=0,400,404)

;---------------------------------------------------------------------------
; 切り上げ
[Statedef 1550]
type = S
ctrl = 0
anim = 1550
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (prevstateno=401)||(prevstateno=403)
value = 1550
elem = 3


[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0


[state a]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[state a]
type = velset
trigger1 = animelem = 5
x = 8
y = -6.5
[State a]
type = VelAdd
trigger1 = Vel X > 0
x = -0.08

[state a]
type = velset
trigger1 = animelem = 21
y = -3

[state a]
type = velset
trigger1 = animelem = 31
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 421,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
triggerall = var(59) = 0
trigger1 = time = 0
id = 7550+(1*(var(27)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7550+(1*(var(27)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
triggerall = var(59) > 0
trigger1 = time = 0
id = 7550
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7550
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 412

;---------------------------------------------------------------------------
; 切り上げ
[Statedef 1555]
type = S
ctrl = 0
anim = 1555
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (prevstateno=406)
value = 1555
elem = 4

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1



[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0


[state a]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[state a]
type = velset
trigger1 = animelem = 5
x = 8
y = -6.5
[State a]
type = VelAdd
trigger1 = Vel X > 0
x = -0.08

[state a]
type = velset
trigger1 = animelem = 21
y = -3

[state a]
type = velset
trigger1 = animelem = 31
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 5
value = 421,1

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7555
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7555
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 412

;---------------------------------------------------------------------------
; 下突きｽﾞﾄﾞﾝ!
[Statedef 1560]
type = A
ctrl = 0
anim = 1560
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[State 50, 1]
type = velset
trigger1 = 1
x = 0

[State 50, 1]
type = velset
trigger1 = animelem <= 2
y = 0


[State 50, 1]
type = velset
trigger1 = animelem = 3
y = 7.5

[State 50, 1]
type = velset
trigger1 = Pos Y >= 0
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 400,5

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
triggerall = var(59) = 0
trigger1 = time = 0
id = 7560+(1*(var(28)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7560+(1*(var(28)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
triggerall = var(59) > 0
trigger1 = time = 0
id = 7560
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7560
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State a]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1570
ctrl = 0

;---------------------------------------------------------------------------
; 下突き着地
[Statedef 1570]
type = S
ctrl = 0
anim = 1570
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = posset
trigger1 = animelem = 1
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

;---------------------[効果音]

;---------------------[攻撃]

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 下突きｽﾞﾄﾞﾝ!
[Statedef 1565]
type = A
ctrl = 0
anim = 1560
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[State 50, 1]
type = velset
trigger1 = 1
x = 0

[State 50, 1]
type = velset
trigger1 = animelem <= 2
y = 0


[State 50, 1]
type = velset
trigger1 = animelem = 3
y = 7.5

[State 50, 1]
type = velset
trigger1 = Pos Y >= 0
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 400,5

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7565
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7565
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State a]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1575
ctrl = 0

;---------------------------------------------------------------------------
; 下突き着地
[Statedef 1575]
type = S
ctrl = 0
anim = 1570
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = posset
trigger1 = animelem = 1
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

;---------------------[効果音]

;---------------------[攻撃]

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 三日月斬
[Statedef 1580]
type =A
ctrl = 0
anim = 413
movetype = A
physics = A
sprpriority = 1

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 195, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = Time = 0
trigger1 = palno = 10
trigger1 = palno != 5
trigger1 = palno != 6
value = 1300

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = var(59) > 0
trigger1 = time = 1
channel = 16
value = 70,0

[state a]
type = varset
trigger1 = time > 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[State 610]
type = turn
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 100


[State 10000, AfterImage]
type = AfterImage
triggerall = var(3) = 1
triggerall = Time <= 0
trigger1 = palno=[1,3]
trigger2 = palno=4
trigger3 = palno=6
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=5
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 60,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 7
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 150,60,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 8
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,80
PalContrast = 255,0,255
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 10
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,80,80
PalContrast = 220,220,220
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno=9||palno=11
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 30,30,30
PalContrast = 60,60,60
Trans = add

[State 10000, AfterImage]
type = AfterImage
trigger1 = var(3) = 1
trigger1 = palno = 12
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 2
length = 10
PalBright = 80,30,30
PalContrast = 220,60,150
Trans = add1

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = var(3) = 1
ignorehitpause = 1
time = 2

[state a]
type = afterimagetime
trigger1 = var(3) = 0
time = 0


;---------------------[エフェクト]
[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),2.5*1.25,2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-2.5*1.25,-2.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = ifelse((palno=7||palno=12),4.5*1.25,4.5)

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = ifelse((palno=7||palno=12),-4.5*1.25,-4.5)


[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = var(59) > 0
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holda"
trigger1 = vel y <= 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 400,2

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7013
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7013
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7580
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7580
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 415
ctrl = 1

;---------------------------------------------------------------------------
; 下へまいりまーす
[Statedef 1590]
type = A
ctrl = 0
anim = 1590
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State a]
type = velset
trigger1 = animelem = 3
x = 3
y = 5

[State a]
type = varrandom
trigger1 = var(59) = 0
trigger1 = time = 0
v = 29
range = 0, 999

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0


;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7590
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7590
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State a]
type = playsnd
trigger1 = var(59) = 0
trigger1 = var(29) = [351,999]
trigger1 = frontedgedist <= 1
value = 10400, random%1
channel = 2

[State a]
type = changestate
trigger1 = var(59) = 0
trigger1 = var(29) = [351,999]
trigger1 = frontedgedist <= 1
value = 8010
ctrl = 0

[State a]
type = changestate
trigger1 = var(59) = 0
trigger1 = var(29) = [0,350]
trigger1 = frontedgedist <= 1
value = 111
ctrl = 0

[State a]
type = changestate
trigger1 = var(59) = 0
trigger1 = var(29) = [351,999]
trigger1 = pos y >= 100
value = 8010
ctrl = 0

[State a]
type = changestate
trigger1 = var(59) = 0
trigger1 = var(29) = [0,350]
trigger1 = pos y >= 0
value = 1591
ctrl = 0

[State a]
type = changestate
trigger1 = var(59) > 0
trigger1 = pos y >= 0
value = 1591
ctrl = 0

;---------------------------------------------------------------------------
; ただいま着床ー！
[Statedef 1591]
type = S
ctrl = 0
anim = 1591
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[State 45500, 1]
type = ReversalDef
trigger1 = palno=7||palno=10||palno=12
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


[State 250]
type = envshake
trigger1 = time = 0
time = 12
ampl = 3

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = posset
trigger1 = animelem = 1
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 490,0

;---------------------[攻撃]

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;(HELPER) _ u   T C N     E U      
[Statedef 7511]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = 5
anim = 7511

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7536,0
dest = 7536,ifelse(root,palno=8,1,0)


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 13120, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,2
volume = 255

[State 13120, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S100,0
volume = 255

[State 13120, Gravity]
type = Gravity
trigger1 = pos y < -8

[State 13120, VelSet]
type = VelSet
trigger1 = pos y >= -8
y = 0

[State 13120, VelSet]
type = Veladd
trigger1 = time > 0
trigger1 = vel x < 7
x = .075

[State 13120, HitDef]
type = HitDef
trigger1 = movecontact = 0
;trigger1 = target,ishelper
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = LA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 6,hit   ;Hit,Miss,Dodge
damage    = 55*(root,fvar(33))
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
guardsound = s200,4
hitsound = s400,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime  = 11
ground.velocity = -5,0
guard.velocity = -5

[State 13120, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -30
trigger2 = backedgedist < -30


;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7000]
type = A
ctrl = 0
anim = 7000
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 16*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 400


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7001]
type = A
ctrl = 0
anim = 7001
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,6)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 16*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 401


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7002]
type = A
ctrl = 0
anim = 7002
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 32*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 402
trigger1 = root,stateno != 1400


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7003]
type = A
ctrl = 0
anim = 7001
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,6)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 16*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 403


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7004]
type = A
ctrl = 0
anim = 7004
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 16*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 404
trigger1 = root,stateno != 601


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7005]
type = A
ctrl = 0
anim = 7005
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 16*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 405
trigger1 = root,stateno != 602


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7006]
type = A
ctrl = 0
anim = 7006
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 32*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 406
trigger1 = root,stateno != 1460
trigger1 = root,stateno != 605


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7007]
type = A
ctrl = 0
anim = 7007
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 99*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 407
trigger1 = root,stateno != 603
trigger1 = root,stateno != 606


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7008]
type = A
ctrl = 0
anim = 7008
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 70*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 408
trigger1 = root,stateno != 604


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7009]
type = A
ctrl = 0
anim = 7009
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 25*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 409


[state a]
type = changestate
trigger1 = animtime = 0
value = 511



;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7010]
type = A
ctrl = 0
anim = 7010
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = root,stateno = 411
value = 7011
elem = root,var(10)

[state a]
type = varset
trigger1 = time = 0
trigger2 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 25*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 410
trigger1 = root,stateno != 411


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7013]
type = A
ctrl = 0
anim = 7013
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
attr = A, HA
animtype  = hard
damage    = 16*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 413
trigger1 = root,stateno != 1580


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7020]
type = A
ctrl = 0
anim = 7020
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 25*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 420


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7030]
type = A
ctrl = 0
anim = 7030
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 28*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 430


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7050]
type = A
ctrl = 0
anim = 7050
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,7

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 450
trigger1 = root,stateno != 451
trigger1 = root,stateno != 452


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7070]
type = A
ctrl = 0
anim = 7070
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,7

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 470


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7500]
type = A
ctrl = 0
anim = 7500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 78*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1500


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7510]
type = A
ctrl = 0
anim = 7510
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 200,12

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 56*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1510


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7520]
type = A
ctrl = 0
anim = 7520
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (root,prevstateno=401)||(root,prevstateno=403)
value = 7520
elem = 10

[State a]
type = PlaySnd
trigger1 = animelem = 5
value = 1150,1

[State a]
type = PlaySnd
trigger1 = animelem = 14
value = 1150,2

[State a]
type = PlaySnd
trigger1 = animelem = 13
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
attr = A, HA
animtype  = hard
damage    = 40*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s564
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1520


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;疾風分身
[Statedef 7530]
type = A
ctrl = 0
anim = 7530
velset = 9,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7534,0
dest = 7534,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7534,0
dest = 7534,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7534,0
dest = 7534,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7534,0
dest = 7534,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7534,0
dest = 7534,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[ヘルパー]

[State a]
type = PlaySnd
trigger1 = time = 1
value = 434,0

;---------------------[]
[state a]
type = changestate
trigger1 = time = 15
value = 7531

[state a]
type = changestate
trigger1 = time < 15
trigger1 = p2bodydist X = [-const(Size.ground.front),25]
value = 7532

;---------------------------------------------------------------------------
;疾風分身
[Statedef 7531]
type = A
ctrl = 0
anim = 7531
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7534,0
dest = 7534,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7534,0
dest = 7534,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7534,0
dest = 7534,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7534,0
dest = 7534,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7534,0
dest = 7534,0

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[ヘルパー]

;---------------------[]
[state a]
type = changestate
trigger1 = time = 30
value = 511

;---------------------------------------------------------------------------
;疾風分身
[Statedef 7532]
type = A
ctrl = 0
anim = 7532
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7534,0
dest = 7534,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7534,0
dest = 7534,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7534,0
dest = 7534,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7534,0
dest = 7534,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7534,0
dest = 7534,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[ヘルパー]

[State 13120, HitDef]
type = HitDef
trigger1 = movecontact = 0
;trigger1 = target,ishelper
attr = S,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = LA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 6,hit   ;Hit,Miss,Dodge
damage    = 40*(root,fvar(33))
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
guardsound = s200,4
hitsound = s400,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime  = 11
ground.velocity = -5,0
guard.velocity = -5


;---------------------[]
[state a]
type = changestate
trigger1 = time = 41
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7540]
type = A
ctrl = 0
anim = 7540
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[state a]
type = varadd
trigger1 = ishelper(7540)
trigger1 = movecontact = 1
var(47) = 1

[state a]
type = parentvaradd
trigger1 = ishelper(7540)
trigger1 = movecontact = 1
var(47) = 1

[state a]
type = parentvarset
trigger1 = ishelper(7540) && var(47) >= 3
v = 26
value = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(53)=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(53)=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(53)=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(53)=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(53)=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(53)!=5
trigger1 = root,var(53)!=7
trigger1 = root,var(53)!=8
trigger1 = root,var(53)!=10
trigger1 = root,var(53)!=12
source = 7000,0
dest = 7000,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200,11

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
attr = A, HA
animtype  = hard
damage    = 28*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1540


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7541]
type = A
ctrl = 0
anim = 7541
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[state a]
type = varadd
trigger1 = ishelper(7541)
trigger1 = movecontact = 1
var(47) = 1

[state a]
type = parentvaradd
trigger1 = ishelper(7541)
trigger1 = movecontact = 1
var(47) = 1

[state a]
type = parentvarset
trigger1 = ishelper(7541) && var(47) >= 3
v = 26
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 1150,2

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = !(p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")
triggerall = !(p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")
triggerall = !(p2name = "Final Sigma W" || p4name = "Final Sigma W")
triggerall = !(p2name = "PSsigmaX1" || p4name = "PSsigmaX1")
triggerall = !(p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
trigger1 = time%6 = 0
attr = A, HA
animtype  = hard
damage    = 28*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s564
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")
trigger2 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")
trigger3 = (p2name = "Final Sigma W" || p4name = "Final Sigma W")
trigger4 = (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")
trigger5 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s564
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")
trigger2 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")
trigger3 = (p2name = "Final Sigma W" || p4name = "Final Sigma W")
trigger4 = (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")
trigger5 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1540


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7545]
type = A
ctrl = 0
anim = 7545
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 1300,1

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = !(p2name = "Elecman URM Prototype v3" && p4name = "Elecman URM Prototype v3")
triggerall = !(p2name = "Infinity Mijinion" && p4name = "Infinity Mijinion")
triggerall = !(p2name = "colonel_X4" && p4name = "colonel_X4")
triggerall = !(p2name = "Vajurila_FF" && p4name = "Vajurila_FF")
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 42*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
triggerall = !movecontact
trigger1 = (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")
trigger2 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")
trigger3 = (p2name = "colonel_X4" || p4name = "colonel_X4")
trigger4 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
attr = A, HA
animtype  = hard
damage    = 188*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]


[state a];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1541


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;---------------------------------------------------------------------------
;(HELPER)切り上げ無属性
[Statedef 7550]
type = A
ctrl = 0
anim = 7550
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (root,prevstateno=401)||(root,prevstateno=403)
value = 7550
elem = 3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 110*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1550


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)切り上げ炎属性
[Statedef 7551]
type = A
ctrl = 0
anim = 7551
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (root,prevstateno=401)||(root,prevstateno=403)
value = 7551
elem = 3


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 439,0

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 110*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1550


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)切り上げ雷属性
[Statedef 7552]
type = A
ctrl = 0
anim = 7552
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (root,prevstateno=401)||(root,prevstateno=403)
value = 7552
elem = 3

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 1150,1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 110*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1550


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)切り上げ氷属性
[Statedef 7553]
type = A
ctrl = 0
anim = 7553
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (root,prevstateno=401)||(root,prevstateno=403)
value = 7553
elem = 3

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 1300,1
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 1300,0

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 110*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1550


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)切り上げ無属性
[Statedef 7555]
type = A
ctrl = 0
anim = 7555
velset = 0,0
movetype = A
physics = N
sprpriority = 0

[State 1420, SprPriority]
Type = SprPriority
Trigger1 = animelem = 5,>=0
Value = 5
;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (root,prevstateno=406)
value = 7555
elem = 4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 4
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 110*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1555
trigger1 = root,stateno != 607


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!無属性
[Statedef 7560]
type = A
ctrl = 0
anim = 7560
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1560
trigger1 = root,stateno != 1570


[state a]
type = changestate
trigger1 = root,stateno = 1570
value = 7570

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!無属性
[Statedef 7570]
type = A
ctrl = 0
anim = 7570
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 1300,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 1
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1570



[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ氷属性
[Statedef 7561]
type = A
ctrl = 0
anim = 7561
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 1300,1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1560
trigger1 = root,stateno != 1570


[state a]
type = changestate
trigger1 = root,stateno = 1570
value = 7571

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!氷属性
[Statedef 7571]
type = S
ctrl = 0
anim = 7571
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1570



[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 75710
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 75710
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
; 氷破片元
[Statedef 75710]
type = S
movetype = I
velset = 0,0
anim = 75710
ctrl = 0
sprpriority = 3

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 1300,1

;---------------------[音]

;---------------------[エフェクト]

;---------------------[変数]

;---------------------[]

[state a];水平
type = Helper
trigger1 = time = 1
id = 75711
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, 0
postype = p1
stateno = 75711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 1
id = 75712
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, 0
postype = p1
stateno = 75711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 1
id = 75713
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, 0
postype = p1
stateno = 75711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 1
id = 75714
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, 0
postype = p1
stateno = 75711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 1
id = 75715
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, 0
postype = p1
stateno = 75711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---
[state a];水平
type = Helper
trigger1 = time = 1
id = 75716
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, 0
postype = p1
stateno = 75711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
------------------[]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[]


[State 191, Snd 1]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 氷破片
[Statedef 75711]
type = S
ctrl = 0
anim = 75711
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1= ishelper(75711)
value = 75711
[state a]
type = changeanim
trigger1= ishelper(75712)
value = 75712
[state a]
type = changeanim
trigger1= ishelper(75713)
value = 75713
[state a]
type = changeanim
trigger1= ishelper(75714)
value = 75714
[state a]
type = changeanim
trigger1= ishelper(75715)
value = 75715
[state a]
type = changeanim
trigger1= ishelper(75716)
value = 75716


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

[state a]
type = varset
trigger1 = time = 0
v = 2
value = -40 + random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


;---------------------[エフェクト]
;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = time >= 50

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!炎属性
[Statedef 7562]
type = A
ctrl = 0
anim = 7562
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 439,0

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1560
trigger1 = root,stateno != 1570


[state a]
type = changestate
trigger1 = root,stateno = 1570
value = 7572

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!炎属性
[Statedef 7572]
type = S
ctrl = 0
anim = 7572
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger2 = time = 8
trigger3 = time = 16
trigger4 = time = 24
trigger5 = time = 32
trigger6 = time = 40
id = 75720
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5 + (random%40), -15 + (random%40)
postype = p1
stateno = 75720
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = time >= 48
value = 511
;---------------------------------------------------------------------------
; 爆発攻撃
[Statedef 75720]
type = S
movetype = A
ctrl = 0
anim = 75720
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]

[State a]
type = PlaySnd
trigger1 = time = 0
value = 0,13
channel = 2

[State ,AssertSpecial]
Type                       = AssertSpecial
Trigger1                   = 1
Flag                       = noshadow
;---------------------[移動]

;---------------------[透過]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, HA
animtype  = hard
damage    = 28*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



;---------------------[エフェクト]
;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!雷属性
[Statedef 7563]
type = A
ctrl = 0
anim = 7563
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 1150,2

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1560
trigger1 = root,stateno != 1570


[state a]
type = changestate
trigger1 = root,stateno = 1570
value = 7573

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!雷属性
[Statedef 7573]
type = S
ctrl = 0
anim = 7573
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 1150,1

;---------------------[]

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 75730
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 75730
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 75731
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 75730
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
; 電撃
[Statedef 75730]
type = S
movetype = A
ctrl = 0
anim = 75730
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]

[state a]
type = turn
trigger1 = time = 0
trigger1 = ishelper(75731)

[state a]
type = velset
trigger1 = time = 1
x = 12

[State ,AssertSpecial]
Type                       = AssertSpecial
Trigger1                   = 1
Flag                       = noshadow
;---------------------[移動]

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[透過]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, HA
animtype  = hard
damage    = 28*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



;---------------------[エフェクト]
;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 240
value = 511

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!鋼属性
[Statedef 7564]
type = A
ctrl = 0
anim = 7564
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 2

;---------------------[透過]

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 0,21

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1560
trigger1 = root,stateno != 1570


[state a]
type = changestate
trigger1 = root,stateno = 1570
value = 7574

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!鋼属性
[Statedef 7574]
type = S
ctrl = 0
anim = 7574
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 0,22

;---------------------[]

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 75740
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 75740
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
; 電撃
[Statedef 75740]
type = A
movetype = A
ctrl = 0
anim = 75740
physics = N
velset = 2.4,-4
sprpriority = 10

;---------------------[アニメーション]


[State 21020, VelAdd]
type = Velset
trigger1 = pos y >=-10
x = 2.4
y = -4

[State 21020, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.23

[State ,AssertSpecial]
Type                       = AssertSpecial
Trigger1                   = 1
Flag                       = noshadow
;---------------------[移動]

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

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 44500, 1]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 75742

;---------------------[透過]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, HA
animtype  = hard
damage    = 28*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



;---------------------[エフェクト]
;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = frontedgedist <= 0
trigger2 = time = 240
trigger3 = movecontact
value = 75742

;===========================================================================
;汎用爁E��
;===========================================================================
[Statedef 75742]
type = A
ctrl = 0
anim = 75720
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State a]
type = PlaySnd
trigger1 = time = 0
value = 0,13
channel = 2

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

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

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1


[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!無属性
[Statedef 7565]
type = A
ctrl = 0
anim = 7560
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = ifelse(root,var(31)>0,200,400),ifelse(root,var(31)>0,10,2)

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1565
trigger1 = root,stateno != 1575


[state a]
type = changestate
trigger1 = root,stateno = 1575
value = 7575

;---------------------------------------------------------------------------
;(HELPER)ｽﾞﾄﾞﾝ!無属性
[Statedef 7575]
type = A
ctrl = 0
anim = 7570
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1575



[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7580]
type = A
ctrl = 0
anim = 7580
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 2500,4


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
attr = A, HA
animtype  = hard
damage    = 16*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1580

[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)六文銭
[Statedef 7590]
type = A
ctrl = 0
anim = 7590
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200,11

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 400,2

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 190*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1590
trigger1 = root,stateno != 1591


[state a]
type = changestate
trigger1 = root,stateno = 1591
value = 7591

;---------------------------------------------------------------------------
;(HELPER)無罪
[Statedef 7591]
type = A
ctrl = 0
anim = 7591
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 1591



[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
; 斬鉄輪
[Statedef 1600]
type = S
ctrl = 0
anim = 1600
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 4
id = 1601
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, -20
postype = p1
stateno = 1601
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================================================
;�u�[�������J�b�^�[
;===========================================================================
[Statedef 1601]
type = A
ctrl = 0
anim = 1601
velset = 7,0
movetype = A
physics = N
sprpriority = 5
ctrl = 0
velset = 7,0

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 616,10
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = time >= 0
trigger1 = time % 16 = 0
value = 616,0
channel = 3


[State 17020, x]
type = VelSet
trigger1 = time = [12,45]
X = 0.5*sin(time/8.000)*14.000
Y = 0.5*cos(time/8.000)*14.000

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parentDist X < -50); && (Vel X > -6)
trigger1 = time > 50
x = -1.2

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parentDist X > 0); && (Vel X < 6)
trigger1 = time > 50
x = 1.2

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parent, Pos Y > Pos Y + 20) && (Vel Y < 4); && time >= 30
trigger1 = time > 46
y = 1.8

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parent, Pos Y <= Pos Y) && (Vel Y > -4); && time >= 30
trigger1 = time > 46
y = -1.8

[State 17020 VelAdd]; faz o missil subir mais rapido quando perto do chao
type = VelAdd
trigger1= (parent, Pos Y <= Pos Y) && (Vel Y > -4) && pos y > -20
trigger1 = time > 46
y = -1.8


[State 17020, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,32)*(1+((root,var(30)=2)*0.5)), 0
pausetime = 0,15
sparkno = -1
guard.sparkno = s555
sparkxy = 0,0
guardsound = s200,4
hitsound = s400,3
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 17020, DestroySelf]
type = ChangeState
trigger1 = time >= 30
trigger1 = parentdist x = [-10,10]
trigger1 = parentdist y = [0,30]
value = 1602

;hitoverride do Bumerang Cutter
[StateDef 1602]
type = S
movetype= I
physics = N
velset = 0,0

[State 17030, DestroySelf]
type = DestroySelf
trigger1 = time = 2

;---------------------------------------------------------------------------
; 雷閃脚
[Statedef 1610]
ctrl = 0
anim = 1610
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 102

[State 100, 1]
type = Velset
trigger1 = animelem = 3
x = 20

[State 100, 1]
type = Velset
trigger1 = time = 15
x = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

[state a]
type = varset
trigger1 = 1
v = 3
value = 0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State a]
type = Explod
trigger1 = time >= 3
trigger1 = time
anim = 1611
id = 1611
sprpriority = 2
postype = p1
pos = 19,-13
bindtime = 0
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 421,0
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 1150,2


;---------------------[攻撃]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 98*(fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[ステート移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = time >= 16
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = time >= 16
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; 不抜、まぁいわゆる獄門剣だな
[Statedef 1620]
type = S
ctrl = 0
anim = 1620
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[State 2000, 0]    ; Helper de Armadura Reflectante al ser golpeado 1 vez
type = Reversaldef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
priority = 7,Hit
sparkxy = 0,0
sparkno = s555
hitsound = s200,4
numhits = 0
getpower = 0,0
P1StateNo = 1621
;---------------------[ステート移行]

[State 195, 2]
type = Changeanim
trigger1 = anim = 1620
trigger1 = time >= 15
trigger1 = command != "holdz"
value = 1622

[State 195, 2]
type = ChangeState
trigger1 = anim = 1622
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 滅閃光（基本は２Ｐのみ）
[Statedef 1621]
type = S
ctrl = 0
anim = 1621
velset = 0,0
movetype = A
physics = S
sprpriority = 1



[State 191, Snd 1]
type = null;PlaySnd
trigger1 = time = 1
value = 1500,0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0


;---------------------[効果音]

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2200, 0
channel = 1

[State a]
type = PlaySnd
trigger1 = time = 39
value = 2200,1

[State a]
type = PlaySnd
trigger1 = time = 39
value = 1500,2



;---------------------[攻撃]
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1040
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1041
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1042
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1043
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1044
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1045
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1046
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1047
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 39
id = 1048
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]
[State 1000, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 海神昇
[Statedef 1630]
type = S
ctrl = 0
anim = 1630
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0


[state a]
type = statetypeset
trigger1 = animelem = 4
statetype = A

[state a]
type = velset
trigger1 = animelem = 4
x = 0
y = -6.5

[state a]
type = velset
trigger1 = animelem = 20
y = -3

[state a]
type = velset
trigger1 = animelem = 32
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 421,0

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 3
id = 1631
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1631
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111

;---------------------------------------------------------------------------
;(HELPER)�G���N�g���b�N�X�p�[�N�E�U������
[Statedef 1631]
type = A
ctrl = 0
anim = 1631
movetype = A
physics = N
sprpriority = 10


;---------------------[���ʉ�]
[State a]
type = Posset
trigger1 = time = 0
y = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 650,0
channel = 2


[State 15120, Trans]
type = Trans
trigger1 = 1
trans = add1

[state a];攻撃
type = null;Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "mattrex"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "Double"
trigger4 = enemy,name = "Dynamo"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[�U��]
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage    = 102*(root,fvar(33)),0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s540 + random%4
sparkxy = -10,0
guardsound = s200,4
hitsound = s200,3
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-6
air.velocity = 0,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = time = 30
value = 511

;---------------------------------------------------------------------------
; 天神脚
[Statedef 1640]
type = A
ctrl = 0
anim = 1640
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[State a]
type = velset
trigger1 = animelem = 3
x = 10
y = 7.5

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 614,0
channel = 2

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State a]
type = Explod
trigger1 = time >= 7
trigger1 = time
anim = 1642
id = 1642
sprpriority = 2
postype = p1
pos = 22,-5
bindtime = 0
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0


;---------------------[効果音]

;---------------------[攻撃]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 125*(fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[ステート移行]

[State a]
type = changestate
trigger1 = pos y >= 0
value = 1641
ctrl = 0

;---------------------------------------------------------------------------
; ただいま着床ー！
[Statedef 1641]
type = S
ctrl = 0
anim = 1641
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[State 250]
type = envshake
trigger1 = time = 0
time = 12
ampl = 3

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 22
value = 0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = posset
trigger1 = animelem = 1
y = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 490,0

;---------------------[攻撃]

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 灼滅覇
[Statedef 1700]
type = S
ctrl = 0
anim = 1700
velset = 0,0
movetype = A
physics = S
sprpriority = 1
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,1000))



[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 1500,0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
channel = 16
value = 1000,0


;---------------------[効果音]

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 23
value = 1500, 1
channel = 1

[State a]
type = PlaySnd
trigger1 = time = 25
value = 1300,2


[State a]
type = Explod
trigger1 = animelem = 5
anim = 1702
id = 1702
sprpriority = 2
postype = p1
pos = 9,3
bindtime = -2
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999

;---------------------[攻撃]

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 5
id = 1703
name = "Plasma Charge Shot"
sprpriority = 5
pos = 9, -10
postype = p1
stateno = 1703
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 1000, Anim]
type = ChangeAnim
trigger1 = Time > 0
trigger1 = Time > 66
trigger1 = Anim != 1701
value = 1701

[State 1000, State]
type = ChangeState
trigger1 = Anim = 1701
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===============================================================================
; 巨大弾
[Statedef 1703]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = 5
anim = 1703

[State 1540, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = -15
ignorehitpause = 1

[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,SP
damage = 190*(root,fvar(33)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
guardflag = HA
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 12,12
sparkno = s1706
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
ground.guard.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[State 1540, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1,55

[State 1540, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1540, ChangeState]
type = ChangeState
trigger1 = Time = 30
value = 1711

;-------------------------------------------------------------------------------
; 待機
[Statedef 1711]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[State 1541, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -200

[State 1000, 0]
Type = VarRandom
Trigger1 = 1
V = 29
Range = -200,150

[State 1541, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
persistent = 1

[State 1541, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1542, PlaySnd]
type = PlaySnd
trigger1 = !(time % 9)
value = 614,1

[State 1541, Helper]
type = Helper
trigger1 = !(time % 6)
helpertype = normal
name = "Hidden Green Spinners"
ID = 1712
stateno = 1712
pos = var(29),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1451, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

[State 1451, DestroySelf]
type = DestroySelf
trigger1 = time = 120

;-------------------------------------------------------------------------------
; 火炎弾
[Statedef 1712]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 5
sprpriority = 5
anim = 1705

[State 1542, VelSet]
type = VelSet
trigger1 = 1
x = 6
y = 6
ignorehitpause = 1

[state a];攻撃
type = null;Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Ground Scaravich"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,SP
damage = 63*(root,fvar(33)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
guardflag = HA
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 12,12
sparkno = s1706
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
ground.guard.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[State 1201, 4]
type = DestroySelf
trigger1 = frontedgedist <= -100

[State 1201, 4]
type = changestate
trigger1 = Pos Y > 0
value = 1713

;-------------------------------------------------------------------------------
; 火柱
[Statedef 1713]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 5
sprpriority = 5
anim = 1710

[State 1542, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 618,5

[State 1542, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 1542, VelSet]
type = posSet
trigger1 = 1
y = 0
ignorehitpause = 1

[state a];攻撃
type = null;Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Ground Scaravich"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,SP
damage = 63*(root,fvar(33)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
guardflag = HA
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 12,12
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
ground.guard.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[State 1201, 4]
type = changestate
trigger1 = animtime = 0
value = 511

;===========================================================================
;豆
;---------------------------------------------------------------------------
[Statedef 500]
type = A
ctrl = 0
anim = 205
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 500,0
dest = 500,ifelse(root,palno=8,1,0)

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Trigger2 = Root,Anim = 213
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Trigger2 = Root,Anim = 214
Facing = 1
Pos = 33,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Trigger2 = Root,Anim = 215
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Trigger2 = Root,Anim = 221
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 26,-34

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 27,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 23,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 29,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 28,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 34,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 19,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 8,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 1010
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Trigger2 = Root,Anim = 422
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 29,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 27,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 414
Trigger2 = Root,Anim = 416
Facing = 1
Pos = 24,-28



[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 530
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 530
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


;---------------------------------------------------------------------------
;(HELPER)豆
[Statedef 530]
type = A
ctrl = 0
anim = 500
velset = 7*(1+(root,var(37)*0.25)),0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 500,0
dest = 500,ifelse(root,palno=8,1,0)

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1


;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, NP
animtype  = light
damage    = 15*(1+ifelse(root,stateno=100,1,ifelse(root,stateno=110,1,ifelse((root,stateno=50&&root,var(3)>0),1,ifelse((root,stateno=310&&root,var(3)>0),1,0)))))*(1+(root,palno=5))*(root,fvar(33)),0
priority = 1, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = sifelse(root,palno=8,553,550)
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150

;===========================================================================
;セミチャ
;---------------------------------------------------------------------------
[Statedef 501]
type = A
ctrl = 0
anim = 206
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 501,0
dest = 501,ifelse(root,palno=8,2,ifelse(root,palno=6,1,0))

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,1
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Trigger2 = Root,Anim = 213
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Trigger2 = Root,Anim = 214
Facing = 1
Pos = 33,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Trigger2 = Root,Anim = 215
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Trigger2 = Root,Anim = 221
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 26,-34

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 27,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 23,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 29,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 28,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 34,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 19,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 8,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 1010
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Trigger2 = Root,Anim = 422
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 29,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 27,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 414
Trigger2 = Root,Anim = 416
Facing = 1
Pos = 24,-28


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 531
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 531
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010



;---------------------------------------------------------------------------
;(HELPER)チャージショット
[Statedef 531]
type = A
ctrl = 0
anim = 501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 501,0
dest = 501,ifelse(root,palno=8,2,ifelse(root,palno=6,1,0))

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = animelem = 1
x = 8*(1+(root,var(37)*0.25))

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, SP
animtype  = mid
damage    = 40*(1+ifelse(root,stateno=100,1,ifelse(root,stateno=110,1,ifelse((root,stateno=50&&root,var(3)>0),1,ifelse((root,stateno=310&&root,var(3)>0),1,0)))))*(1+(root,palno=5))*(root,fvar(33)),0
priority = 4, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = sifelse(root,palno=6,552,ifelse(root,palno=8,553,551))
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150

;===========================================================================
;古茶
;---------------------------------------------------------------------------
[Statedef 502]
type = A
ctrl = 0
anim = ifelse(root,palno=5,208,207)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 502,0
dest = 502,ifelse(root,palno=8,1,0)

[state a]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(12) > 0
v = 12
value = -1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,2
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Trigger2 = Root,Anim = 213
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Trigger2 = Root,Anim = 214
Facing = 1
Pos = 33,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Trigger2 = Root,Anim = 215
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Trigger2 = Root,Anim = 221
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 26,-34

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 27,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 23,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 29,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 28,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 34,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 19,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 8,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 1010
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Trigger2 = Root,Anim = 422
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 29,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 27,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 414
Trigger2 = Root,Anim = 416
Facing = 1
Pos = 24,-28


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 532
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 532
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010



;---------------------------------------------------------------------------
;(HELPER)ハイパーＺＥＲＯブラスター
[Statedef 532]
type = A
ctrl = 0
anim = ifelse(root,palno=5,542,502)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 502,0
dest = 502,ifelse(root,palno=8,1,0)

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 0, Explod]
type = Explod
trigger1 = root,palno != 5
trigger1 = root,palno != 8
trigger1 = !(time%2)
anim = 500
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
vel = 3,0
sprpriority = 1
random = 0,28
removetime = 30
pausemovetime = 0
scale = 1.2,0.5
removeongethit =1
trans = add
ownpal = 1
remappal = 500,0


[State 0, Explod]
type = Explod
trigger1 = root,palno = 5
trigger1 = !(time%2)
anim = 541
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
vel = 3,0
sprpriority = 1
random = 0,28
removetime = 30
pausemovetime = 0
scale = 1.2,0.5
removeongethit =1
trans = add
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = root,palno = 8
trigger1 = !(time%2)
anim = 500
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
vel = 3,0
sprpriority = 1
random = 0,28
removetime = 30
pausemovetime = 0
scale = 1.2,0.5
removeongethit =1
trans = add
ownpal = 1
remappal = 500,1
;---------------------[速度]
[state a]
type = velset
trigger1 = animelem = 1
x = 11*(1+(root,var(37)*0.25))

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 70*(1+ifelse(root,stateno=100,1,ifelse(root,stateno=110,1,ifelse((root,stateno=50&&root,var(3)>0),1,ifelse((root,stateno=310&&root,var(3)>0),1,0)))))*(1+(root,palno=5))*(root,fvar(33)),0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = sifelse(root,palno=5,558,ifelse(root,palno=8,557,556))
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


;---------------------[]
[state a]
type = changestate
trigger1 = time = 150
value = 511

;===========================================================================
;ダブチャX
;---------------------------------------------------------------------------
[Statedef 542]
type = A
ctrl = 0
anim = 209
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(12) > 0
v = 12
value = -1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,2
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Trigger2 = Root,Anim = 213
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Trigger2 = Root,Anim = 214
Facing = 1
Pos = 33,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Trigger2 = Root,Anim = 215
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Trigger2 = Root,Anim = 221
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 26,-34

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 27,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 23,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 29,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 28,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 34,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 19,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 8,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 1010
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Trigger2 = Root,Anim = 422
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 29,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 27,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 414
Trigger2 = Root,Anim = 416
Facing = 1
Pos = 24,-28


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 572
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 572
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010



;---------------------------------------------------------------------------
;(HELPER)ハイパーＺＥＲＯブラスター
[Statedef 572]
type = A
ctrl = 0
anim = 572
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = animelem = 1
x = 11*(1+(root,var(37)*0.25))

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, HP
animtype  = hard
damage    = 100*(1+ifelse(root,stateno=100,1,ifelse(root,stateno=110,1,ifelse((root,stateno=50&&root,var(3)>0),1,ifelse((root,stateno=310&&root,var(3)>0),1,0)))))*(1+(root,palno=5))*(root,fvar(33)),0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s559
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150
value = 511

;===========================================================================
;X1バスター
;---------------------------------------------------------------------------
[Statedef 543]
type = A
ctrl = 0
anim = 204
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(12) > 0
v = 12
value = -1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,2
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Trigger2 = Root,Anim = 213
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Trigger2 = Root,Anim = 214
Facing = 1
Pos = 33,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Trigger2 = Root,Anim = 215
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Trigger2 = Root,Anim = 221
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 26,-34

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 27,-32

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 23,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 29,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 28,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 4,>=0
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 34,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 19,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 19,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 7,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 8,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 18,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 23,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 25,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 29,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 28,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 1010
Facing = 1
Pos = 24,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Trigger2 = Root,Anim = 422
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 29,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 27,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 414
Trigger2 = Root,Anim = 416
Facing = 1
Pos = 24,-28


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 573
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 573
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010



;---------------------------------------------------------------------------
;(HELPER)ハイパーＺＥＲＯブラスター
[Statedef 573]
type = A
ctrl = 0
anim = 573
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = animelem = 1
x = 11*(1+(root,var(37)*0.25))

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 574
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
vel = 0,0
bindtime = -1
sprpriority = 1
removetime = 30
pausemovetime = 0
removeongethit =1
trans = add
ownpal = 1


;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, HP
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s554
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル衝撃波
[Statedef 503]
type = A
ctrl = 0
anim = 503
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(12) > 0
v = 12
value = -1

[State -2, a];チャージカラー１
type = palfx
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
time = 1
add = 0,184,248
mul = 180,160,340
color = 240


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = animelem = 2
x = 11

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 504]
type = A
ctrl = 0
anim = 365
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,4


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 250*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 252
trigger1 = root,stateno != 262
trigger1 = root,stateno != 272


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)ダッシュサーベル本体
[Statedef 505]
type = A
ctrl = 0
anim = 505
velset = ifelse(root,stateno=408,3,5),0
movetype = A
physics = N
sprpriority = 5

;---------------------[]


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 245, VarSet]
type = VarSet
trigger1 = Time <= 0
fv = 0
value = 1.25

[State 245, VarAdd]
type = VarAdd
trigger1 = Time > 5
trigger1 = FVar(0) < 2
fv = 0
value = 0.05

[State 245, VarSet]
type = VarSet
trigger1 = Time <= 0
fv = 1
value = 1

[State 245, VarAdd]
type = VarAdd
trigger1 = Time > 5
trigger1 = FVar(1) > 0
fv = 1
value = -0.1

[State 245, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = FVar(0), FVar(1)

[State 245, VelMul]
type = VelMul
trigger1 = Time > 5
x = .9

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage    = 59*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -10,-10
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[State 245, Destroy]
type = DestroySelf
triggerall = Time > 0
trigger1 = BackEdgeBodyDist <= -1000
trigger2 = FrontEdgeBodyDist <= -100
trigger3 = AnimTime = 0
trigger4 = FVar(1) < 0
trigger5 = Vel X <= 0
trigger6 = Time > 15
;---------------------------------------------------------------------------
;(HELPER)乱発用ハイパーＺＥＲＯブラスター
[Statedef 506]
type = A
ctrl = 0
anim = 502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 502,0
dest = 502,ifelse(root,palno=3,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[State a]
type = varrandom
trigger1 = time = 0
v = 24
range = 0, 2

[State a]
type = velset
trigger1 = var(24) = 0
trigger1 = animelem = 2
x = 11

[State a]
type = velset
trigger1 = var(24) = 1
trigger1 = animelem = 2
x = 8.25
y = -2

[State a]
type = velset
trigger1 = var(24) = 2
trigger1 = animelem = 2
x = 8.25
y = 2


;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 63*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
value = 511

;---------------------------------------------------------------------------
;(HELPER)幻夢零・改サーベル本体
[Statedef 507]
type = A
ctrl = 0
anim = 421
velset = 0,0
movetype = A
physics = N
sprpriority = 12

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 250*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 420
trigger1 = root,stateno != 425

[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)幻夢零・改衝撃波
[Statedef 508]
type = A
ctrl = 0
anim = 425
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 255,255

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = animelem = 2
x = 11

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 125*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 509]
type = A
ctrl = 0
anim = 366
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 250*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;(HELPER)バスター弾かれ
[Statedef 510]
type = A
ctrl = 0
;anim = 500
;velset = 0,0
movetype = I
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = (-vel x)*1.5
y = -4+(random%80)*0.1

[state a]
type = turn
trigger1 = time = 0

;---------------------[]
[state a]
type = destroyself
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150

;---------------------------------------------------------------------------
;(HELPER)バスター消滅
[Statedef 511]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 1

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 512]
type = A
ctrl = 0
anim = 367
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 250*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 253
trigger1 = root,stateno != 263
trigger1 = root,stateno != 273


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル衝撃波
[Statedef 513]
type = A
ctrl = 0
anim = 513
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = parentvaradd
trigger1 = time = 0
trigger1 = root,var(12) > 0
v = 12
value = -1

[State -2, a];チャージカラー１
type = palfx
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
time = 1
add = 0,184,248
mul = 180,160,340
color = 240


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

[State 1302]
type = velset
trigger1 = time = 0
x = 12
;y = 9 * ((p2dist y + 22) / (abs(p2dist x - 57) + abs(p2dist y + 22) + 0.0000001))
y = 18 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[State 1302]
type = velset
trigger1 = vel y >= 0
y = 0

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 375*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
value = 511

;---------------------------------------------------------------------------
;(HELPER)幻夢零・改衝撃波
[Statedef 518]
type = A
ctrl = 0
anim = 425
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 255,255

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = ishelper(518)
x = 6
y = -5.0*cos(pi/180*(time*6))

[state a]
type = velset
trigger1 = ishelper(519)
x = 6
y = 5.0*cos(pi/180*(time*6))

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 999999*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
value = 511
;---------------------------------------------------------------------------
;(HELPER)アーク衝撃波
[Statedef 530]
type = A
ctrl = 0
anim = 530
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

[State 14500, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(530)
value = 530

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(531)
value = 531

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(532)
value = 532

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(533)
value = 533

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(534)
value = 534

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(535)
value = 535

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(536)
value = 536
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=5
source = 7000,0
dest = 7000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=7
source = 7000,0
dest = 7000,1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=8
source = 7000,0
dest = 7000,3

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=10
source = 7000,0
dest = 7000,4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno=12
source = 7000,0
dest = 7000,5

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,palno!=5
trigger1 = root,palno!=7
trigger1 = root,palno!=8
trigger1 = root,palno!=10
trigger1 = root,palno!=12
source = 7000,0
dest = 7000,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
[state a]
type = velset
trigger1 = ishelper(530)
trigger1 = animelem = 2
x = 4
y = 0

[state a]
type = velset
trigger1 = ishelper(531)
trigger1 = animelem = 2
x = 3
y = 1.5

[state a]
type = velset
trigger1 = ishelper(532)
trigger1 = animelem = 2
x = 2
y = 3

[state a]
type = velset
trigger1 = ishelper(533)
trigger1 = animelem = 2
x = 0
y = 4

[state a]
type = velset
trigger1 = ishelper(534)
trigger1 = animelem = 2
x = -2
y = 3

[state a]
type = velset
trigger1 = ishelper(535)
trigger1 = animelem = 2
x = -3
y = 1.5

[state a]
type = velset
trigger1 = ishelper(536)
trigger1 = animelem = 2
x = -4
y = 0

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 63*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
value = 511
;---------------------------------------------------------------------------
; アースクラッシュ（２Ｐ、３Ｐ、４Ｐ以外）
[Statedef 1000]
type = S
ctrl = 0
anim = 1000
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 1500,0



;---------------------[効果音]

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 23
value = 1500, 1
channel = 1

;---------------------[攻撃]
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1050
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 1000, Anim]
type = ChangeAnim
trigger1 = Time > 0
trigger1 = Time > 66
trigger1 = Anim != 1001
value = 1001

[State 1000, State]
type = ChangeState
trigger1 = Anim = 1001
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 滅閃光（基本は２Ｐのみ）
[Statedef 1001]
type = S
ctrl = 0
anim = 1000
velset = 0,0
movetype = A
physics = S
sprpriority = 1
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,1000))



[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 1500,0

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
channel = 16
value = 1000,0


;---------------------[効果音]

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 23
value = 1500, 1
channel = 1

[State a]
type = PlaySnd
trigger1 = time = 25
value = 1500,2


[State a]
type = Explod
trigger1 = animelem = 6
anim = 1002
id = 1000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -2
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 7550, ifelse(palno=8,1,0)

;---------------------[攻撃]
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1040
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1041
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1042
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1043
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1044
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1045
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1046
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1047
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1048
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1040
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 1000, Anim]
type = ChangeAnim
trigger1 = Time > 0
trigger1 = Time > 66
trigger1 = Anim != 1001
value = 1001

[State 1000, State]
type = ChangeState
trigger1 = Anim = 1001
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 真・滅閃光（基本は３Ｐのみ）
[Statedef 1002]
type = S
ctrl = 0
anim = 1000
velset = 0,0
movetype = A
physics = S
sprpriority = 1
poweradd = -ifelse(palno=12,0,ifelse(palno=10,0,1000))


[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 2100,0



;---------------------[効果音]

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 23
value = 1500, 1
channel = 1


[State a]
type = Explod
trigger1 = animelem = 6
anim = 1002
id = 1000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -2
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 7550, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 23
anim = 1061
pos = -52, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 23
anim = 1061
pos = 52, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 31
anim = 1061
pos = 116, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 31
anim = 1061
pos = -116, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 39
anim = 1061
pos = 180, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 39
anim = 1061
pos = -180, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 47
anim = 1061
pos = 244, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[State 250]
type = explod
trigger1 = time = 47
anim = 1061
pos = -244, 0
ownpal = 1
scale = 1,1
sprpriority = 3
pausemovetime = 999999
ReMapPal                   = 7551, ifelse(palno=8,1,0)

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

;---------------------[攻撃]

[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1060
name = "kougeki"
sprpriority = 1
pos = 52,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 24
id = 1060
name = "kougeki"
sprpriority = 1
pos = -52,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 32
id = 1060
name = "kougeki"
sprpriority = 1
pos = 116,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 32
id = 1060
name = "kougeki"
sprpriority = 1
pos = -116,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 40
id = 1060
name = "kougeki"
sprpriority = 1
pos = 180,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 40
id = 1060
name = "kougeki"
sprpriority = 1
pos = -180,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 48
id = 1060
name = "kougeki"
sprpriority = 1
pos = 244,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 48
id = 1060
name = "kougeki"
sprpriority = 1
pos = -244,0
postype = p1
stateno = 1060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1




;---------------------[ステート移行]

[State 1000, Anim]
type = ChangeAnim
trigger1 = Time > 0
trigger1 = Time > 60
trigger1 = Anim != 1001
value = 1001

[State 1000, State]
type = ChangeState
trigger1 = Anim = 1001
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 裂光覇（基本は４Ｐのみのインチキ）
[Statedef 1003]
type = S
ctrl = 0
anim = 1000
velset = 0,0
movetype = A
physics = S
sprpriority = 1


[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[State a]
type = Explod
trigger1 = animelem = 6
anim = 1002
id = 1000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -2
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 7550, ifelse(palno=8,1,0)

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = (time%2) = 0
triggerall = Life < LifeMax
triggerall = RoundState <= 2
triggerall = NumHelper(1015) > 0
value = ceil(lifemax/285)

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = (time%2) = 0
triggerall = Life < LifeMax
triggerall = RoundState <= 2
triggerall = NumHelper(1015) > 0
trigger1 = Var(55) <= 0
trigger1 = Var(44) > 30 || Time > 30
trigger2 = Var(55) > 0
trigger2 = Var(44) > 20 || Time > 20
value = 193, 0
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
channel = 16
value = 1000,0


;---------------------[効果音]

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 1
value = 10, 8
channel = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 23
value = 1500, 1
channel = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 1005
id = 1000
sprpriority = 2
postype = p1
pos = -14,-34
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = animelem = 5
anim = 1007
id = 1000
sprpriority = 2
postype = p1
pos = 9,-1
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 2022, ifelse(palno=3,1,0)

;---------------------[攻撃]

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1015) = 0
trigger1 = AnimElem = 5
helpertype = normal
name = "Beam Object"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
id = 1015
pos = 0, 0
postype = P1
stateno = 1015
keyctrl = 0
ownpal = 1
pausemovetime = 999999



;---------------------[ステート移行]

[State 1000, Anim]
type = ChangeAnim
trigger1 = Time > 0
trigger1 = Time > 100
trigger1 = Anim != 1001
value = 1001

[State 1000, State]
type = ChangeState
trigger1 = Anim = 1001
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 岩
[Statedef 1050]
type = S
ctrl = 0
movetype = A
anim = 1050
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NA,NP,SA,SP,HA,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NA,NP,SA,SP,HA,HP
stateno = 1051
ignorehitpause = 1

;---------------------[移動]
[state a]
type = velset
trigger1 = root,var(59) = 0
trigger1 = time = 0
x = -3.5+(random%70)*0.1
y = -3.85-(random%50)*0.1

[state a]
type = velset
trigger1 = root,var(59) > 0
trigger1 = time = 0
x = -5.5+(random%110)*0.1
y = -3.85-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

[state a]
type = varset
trigger1 = time = 0
v = 2
value = -40 + random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


[State 200, 1]
type = PlaySnd
trigger1 = pos y = -2
value = 0, 13

;---------------------[エフェクト]
;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, SP
animtype  = Medium
damage    = 40*(root,fvar(33)), 0
priority = 4, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 1051

;---------------------------------------------------------------------------
; 爆発
[Statedef 1051]
type = S
ctrl = 0
anim = 75720
velset = 0,0
sprpriority = 10



[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 13

;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;真・滅閃光　弾
[Statedef 1060]
type = A
ctrl = 0
anim = 1060
velset = 0,-10
movetype = A
physics = N
sprpriority = 5

;---------------------[]

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 2100, 1
channel = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7551,0
dest = 7551,ifelse(root,palno=8,1,0)

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State a]
type = Explod
trigger1 = time = 0
anim = 1007
id = 1000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999
ReMapPal                   = 2022, ifelse(palno=3,1,0)

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]
;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 63*(root,fvar(33)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = time = 180 || pos Y <= -300
value = 511
;---------------------------------------------------------------------------
;滅閃光　弾
[Statedef 1040]
type = A
ctrl = 0
anim = 1040
velset = 0,0
movetype = A
physics = N
sprpriority = 5
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = Name = "Maverick Hunter Zero"
trigger1 = AuthorName = "Sigmund=E=Wily"
ignorehitpause = 1
time = 2


[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1040)
value = 1040

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1041)
value = 1041

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1042)
value = 1042

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1043)
value = 1043

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1044)
value = 1044

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1045)
value = 1045

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1046)
value = 1046

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1047)
value = 1047

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1048)
value = 1048

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1040
x = 10
y = 0

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1048
x = -10
y = 0

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1041
x = 9
y = -4

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1047
x = -9
y = -4

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1042
x = 7
y = -7

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1046
x = -7
y = -7

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1045
x = -4
y = -9

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1043
x = 4
y = -9

[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = anim = 1044
x = 0
y = -10

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, HP
animtype  = hard
damage    = 31*(root,fvar(33))
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
;---------------------[]
[state a]
type = destroyself
trigger1 = time = 180
;---------------------------------------------------------------------------
; Light Beam Object
[Statedef 1015]
sprpriority = 30
movetype = A
anim = 1015
ctrl = 0

[State 1015, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 1015, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1015, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,1000
time = 1

;====================
; Light Beams
;====================
;---------------
; - Foreground -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1020) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1020
pos = -4, 0
postype = P1
stateno = 1020
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1021) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1021
pos = -4, 0
postype = P1
stateno = 1020
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1022) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1022
pos = -4, 0
postype = P1
stateno = 1020
keyctrl = 0
pausemovetime = 999999

;---------------
; - Background -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1023) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1023
pos = -4, 0
postype = P1
stateno = 1020
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1024) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1024
pos = -4, 0
postype = P1
stateno = 1020
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1025) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1025
pos = -4, 0
postype = P1
stateno = 1020
keyctrl = 0
pausemovetime = 999999
;---------------
;====================

[State 1015, Sound]
type = PlaySnd
trigger1 = Time <= 0
persistent = 0
value = 9, 0
channel = 0

[State 1015, Anim]
type = ChangeAnim
trigger1 = Root, Anim != 1000
trigger2 = NumHelper(1020) > 0
trigger2 = Helper(1020), StateNo = 1025 || Helper(1020), Anim = 1025
value = Anim
elem = 1

[State 1015, Destroy]
type = DestroySelf
trigger1 = NumHelper(1020) <= 0
trigger1 = NumHelper(1021) <= 0
trigger1 = NumHelper(1022) <= 0
trigger1 = NumHelper(1023) <= 0
trigger1 = NumHelper(1024) <= 0
trigger1 = NumHelper(1025) <= 0
trigger2 = Time > 120

;---------------------------------------------------------------------------
; Light Beam Appear
[Statedef 1020]
movetype = A
anim = 1020
ctrl = 0

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(0) = 0

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

;-------------------------
; Setup Light Beams
;-------------------------
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0,100
time = 1

[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)),1000
time = 1

[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)),1000
time = 1

[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1021)
trigger3 = IsHelper(1022)
value = 20

[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1023)
trigger2 = IsHelper(1024)
trigger3 = IsHelper(1025)
value = -20
;-------------------------

[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim = 1020
trigger1 = AnimTime = 0
value = 1021

[State 1020, State]
type = ChangeState
triggerall = IsHelper(1020) || IsHelper(1021) || IsHelper(1022)
trigger1 = Anim != 1020
value = 1021

[State 1020, State]
type = ChangeState
triggerall = IsHelper(1023) || IsHelper(1024) || IsHelper(1025)
trigger1 = Anim != 1020
value = 1022

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
trigger2 = time > 100

;---------------------------------------------------------------------------
; Light Beam Move Forward
[Statedef 1021]
sprpriority = 20
movetype = A
juggle = 10
ctrl = 0

[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = 20

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = 2 * const(size.xscale)

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = -2 * const(size.xscale)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------

;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------

[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5

[State 1020, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
damage = 60*(root,fvar(33))
animtype = Heavy
hitflag = MAF-
priority = 3, Hit
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20

[State 1020, State]
type = ChangeState
trigger1 = ParentDist X < -25 * const(size.xscale)
value = 1022

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
trigger2 = time > 100

;---------------------------------------------------------------------------
; Light Beam Move Back
[Statedef 1022]
sprpriority = -20
movetype = A
juggle = 10
ctrl = 0

[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = -20

[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 1021
value = 1021

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = -2 * const(size.xscale)

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = 2 * const(size.xscale)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------

;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------

[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5

[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SA
damage = 60*(root,fvar(33))
animtype = Heavy
hitflag = MAF-
priority = 3, Hit
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20

[State 1020, State]
type = ChangeState
trigger1 = ParentDist X > 25 * const(size.xscale)
value = 1021

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
trigger2 = time > 100

;---------------------------------------------------------------------------
; Light Beam End
[Statedef 1025]
movetype = A
velset = 0,0
anim = 1025
ctrl = 0

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, Destroy]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Light Beam Object
[Statedef 1035]
sprpriority = 30
movetype = A
anim = 1015
ctrl = 0

[State 1015, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 1015, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1015, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,1000
time = 1

;====================
; Light Beams
;====================
;---------------
; - Foreground -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1040) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1040
pos = -4, 0
postype = P1
stateno = 1040
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1041) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1041
pos = -4, 0
postype = P1
stateno = 1040
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1042) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1042
pos = -4, 0
postype = P1
stateno = 1040
keyctrl = 0
pausemovetime = 999999

;---------------
; - Background -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1043) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1043
pos = -4, 0
postype = P1
stateno = 1040
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1044) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1044
pos = -4, 0
postype = P1
stateno = 1040
keyctrl = 0
pausemovetime = 999999

[State 1015, Helper]
type = Helper
triggerall = NumHelper(1045) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1045
pos = -4, 0
postype = P1
stateno = 1040
keyctrl = 0
pausemovetime = 999999
;---------------
;====================

[State 1015, Sound]
type = PlaySnd
trigger1 = Time <= 0
persistent = 0
value = 9, 0
channel = 0

[State 1015, Anim]
type = ChangeAnim
trigger1 = Root, Anim != 1020
trigger2 = NumHelper(1040) > 0
trigger2 = Helper(1040), StateNo = 1045 || Helper(1040), Anim = 1025
value = Anim
elem = 1

[State 1015, Destroy]
type = DestroySelf
trigger1 = NumHelper(1040) <= 0
trigger1 = NumHelper(1041) <= 0
trigger1 = NumHelper(1042) <= 0
trigger1 = NumHelper(1043) <= 0
trigger1 = NumHelper(1044) <= 0
trigger1 = NumHelper(1045) <= 0
trigger2 = Time > 120

;---------------------------------------------------------------------------
; Light Beam Appear
[Statedef 1040]
movetype = A
anim = 1020
ctrl = 0

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(0) = 0

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

;-------------------------
; Setup Light Beams
;-------------------------
[State 1020, BindToParent]
type = BindToParent
;triggerall = Root, MoveType = A
trigger1 = IsHelper(1040)
trigger2 = IsHelper(1043)
facing = 1
pos = 0,100
time = 1

[State 1020, BindToParent]
type = BindToParent
;triggerall = Root, MoveType = A
trigger1 = IsHelper(1041)
trigger2 = IsHelper(1044)
facing = 1
pos = ceil(-20 * const(size.xscale)),1000
time = 1

[State 1020, BindToParent]
type = BindToParent
;triggerall = Root, MoveType = A
trigger1 = IsHelper(1042)
trigger2 = IsHelper(1045)
facing = 1
pos = ceil(20 * const(size.xscale)),1000
time = 1

[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1040)
trigger2 = IsHelper(1041)
trigger3 = IsHelper(1042)
value = 20

[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1043)
trigger2 = IsHelper(1044)
trigger3 = IsHelper(1045)
value = -20
;-------------------------

[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim = 1020
trigger1 = AnimTime = 0
value = 1021

[State 1020, State]
type = ChangeState
triggerall = IsHelper(1040) || IsHelper(1041) || IsHelper(1042)
trigger1 = Anim != 1020
value = 1041

[State 1020, State]
type = ChangeState
triggerall = IsHelper(1043) || IsHelper(1044) || IsHelper(1045)
trigger1 = Anim != 1020
value = 1042

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 193
value = 1045

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1035) <= 0
trigger2 = time > 100

;---------------------------------------------------------------------------
; Light Beam Move Forward
[Statedef 1041]
sprpriority = 20
movetype = A
juggle = 10
ctrl = 0

[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = 20

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = 2 * const(size.xscale)

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = -2 * const(size.xscale)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1040)
trigger2 = IsHelper(1043)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1041)
trigger2 = IsHelper(1044)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1042)
trigger2 = IsHelper(1045)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------

;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1040)
trigger2 = IsHelper(1043)
x = Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1041)
trigger2 = IsHelper(1044)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1042)
trigger2 = IsHelper(1045)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------

[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5

[State 1020, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
damage = 60*(root,fvar(33))
animtype = Heavy
hitflag = MAF-
priority = 3, Hit
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20

[State 1020, State]
type = ChangeState
trigger1 = ParentDist X < -25 * const(size.xscale)
value = 1042

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 193
value = 1045

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1035) <= 0
trigger2 = time > 100

;---------------------------------------------------------------------------
; Light Beam Move Back
[Statedef 1042]
sprpriority = -20
movetype = A
juggle = 10
ctrl = 0

[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = -20

[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 1021
value = 1021

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = -2 * const(size.xscale)

[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = 2 * const(size.xscale)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1040)
trigger2 = IsHelper(1043)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1041)
trigger2 = IsHelper(1044)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1042)
trigger2 = IsHelper(1045)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------

;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1040)
trigger2 = IsHelper(1043)
x = Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1041)
trigger2 = IsHelper(1044)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)

[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1042)
trigger2 = IsHelper(1045)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------

[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5

[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SA
damage = 60*(root,fvar(33))
animtype = Heavy
hitflag = MAF-
priority = 3, Hit
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20

[State 1020, State]
type = ChangeState
trigger1 = ParentDist X > 25 * const(size.xscale)
value = 1041

[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 193
value = 1045

[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1035) <= 0
trigger2 = time > 100

;---------------------------------------------------------------------------
; Light Beam End
[Statedef 1045]
movetype = A
velset = 0,0
anim = 1025
ctrl = 0

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10) 
var(54) = AnimElemNo(0) - 1

[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(54) = 1

[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(54)

;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
;triggerall = Root, MoveType = A
trigger1 = IsHelper(1040)
trigger2 = IsHelper(1043)
facing = 1
pos = 0 + FVar(0),100
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
;triggerall = Root, MoveType = A
trigger1 = IsHelper(1041)
trigger2 = IsHelper(1044)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, BindToParent]
type = null ;BindToParent
;triggerall = Root, MoveType = A
trigger1 = IsHelper(1042)
trigger2 = IsHelper(1045)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1

[State 1020, Destroy]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; ティウン監視
[Statedef 8000]
type = S
movetype = I
anim = 8000
velset = 0,0

[State 180, 1]
type = ChangeState
trigger1 = time = 15
value = 8001

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

;---------------------------------------------------------------------------
; ティウン
[Statedef 8001]
type = S
movetype = I
anim = 8000
velset = 0,0

[state a]
type = posadd
trigger1 = time = 0
y = -30

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = time = 0
value = 8000,0

;---------------------[エフェクト]
[state a]
type = varset
trigger1 = 1
v = 1
value = random%2

[state a]
type = varset
trigger1 = 1
v = 1
value = var(1)*2

[state a]
type = varset
trigger1 = 1
v = 1
value = var(1)-1

[state a]
type = varset
trigger1 = 1
v = 2
value = random%2

[state a]
type = varset
trigger1 = 1
v = 2
value = var(2)*2

[state a]
type = varset
trigger1 = 1
v = 2
value = var(2)-1


[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%7 + 2)*var(1),(random%9)*var(2)
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%9)*var(1),(random%7 + 2)*var(2)
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%7 + 2)*var(1),(random%9)*var(2)
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%9)*var(1),(random%7 + 2)*var(2)
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 0,-3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 0,3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,0
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,0
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,-2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,-2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,-1.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,1.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,-1.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,1.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1.5,-3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1.5,3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1.5,-3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1.5,3
pausemovetime = 999999


[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,-1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,-1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1,3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1,-3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1,3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1,-3
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,2.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,-2.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,2.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,-2.5
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2.5,2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2.5,-2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2.5,2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2.5,-2
pausemovetime = 999999

[state a]
type = destroyself
trigger1 = time = 40


;---------------------------------------------------------------------------
; ティウン前
[Statedef 8005]
type = S
movetype = H
;anim = 8005
velset = 0,0

[state a]
type = changeanim2
trigger1 = time = 0
value = 8005

[state a]
type = lifeadd
trigger1 = 1
value = -2000
kill = 0

[State 180, 1]
type = ChangeState
trigger1 = Time >= 15
value = 5150

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[state a]
type = lifeadd
trigger1 = 1
value = -2000

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
trigger1 = prevstateno != 8020
value = 12,1+random%2

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State a]
type = ChangeAnim2
trigger1 = prevstateno = 8005
value = 8006

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = 1
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = posset
trigger1 = time = 1
y = 0

;---------------------[ヘルパー]
[state a];
type = Helper
trigger1 = prevstateno = 8010
trigger1 = time = 0
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 8001
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8010]
type = S
movetype = I
anim = 8010+(1*(palno=6))
velset = 0,0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = varset
trigger1 = prevstateno = 490
v = 55
value = 1


[state a]
type = varset
triggerall = time = 0
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1000 && P2MoveType=A
trigger2 = p2stateno = 1120 && P2MoveType=A
trigger3 = p2stateno = 1130 && P2MoveType=A
trigger4 = p2stateno = 1122 && P2MoveType=A
trigger5 = p2stateno = 1132 && P2MoveType=A
trigger6 = p2stateno = 1100 && P2MoveType=A
trigger7 = p2stateno = 1101 && P2MoveType=A
trigger8 = p2stateno = 1102 && P2MoveType=A
trigger9 = p2stateno = 1103 && P2MoveType=A
trigger10 = p2stateno = 1104 && P2MoveType=A
trigger11 = p2stateno = 1105 && P2MoveType=A
trigger12 = p2stateno = 1110 && P2MoveType=A
trigger13 = p2stateno = 1111 && P2MoveType=A
trigger14 = p2stateno = 1112 && P2MoveType=A
trigger15 = p2stateno = 1113 && P2MoveType=A
trigger16 = p2stateno = 1115 && P2MoveType=A
v = 55
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = [1100,1452]
v = 55
value = 1

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[state a]
type = changeanim
trigger1 = time = 0
value = 8010+(1*(palno=6))

[State 180, 1]
type = ChangeState
trigger1 = Time >= 8
value = 5150

;---------------------------------------------------------------------------
;AI敗北剁E
[Statedef 8020]
type    = S
movetype= I
physics = N
ctrl    = 0
velset  = 0,0
anim    = 8020

[State 10200, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1102

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100040) = 1
ID = 100040

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100010) = 1
ID = 100010

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100081) = 1
ID = 100081

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100082) = 1
ID = 100082

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100083) = 1
ID = 100083

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100084) = 1
ID = 100084

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100085) = 1
ID = 100085

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100086) = 1
ID = 100086

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100087) = 1
ID = 100087

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100088) = 1
ID = 100088

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100101) = 1
ID = 100101

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100102) = 1
ID = 100102

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100103) = 1
ID = 100103

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100104) = 1
ID = 100104

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100105) = 1
ID = 100105

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100106) = 1
ID = 100106

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100107) = 1
ID = 100107

[State -3]
Type = RemoveExplod
trigger1 = NumExplod(100108) = 1
ID = 100108

[State a]
type = removeExplod
trigger1 = 1
id = 2000

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[State a]
type = removeExplod
trigger1 = time = 0
id = 402

[State a]
type = removeExplod
trigger1 = time = 0
id = 403

;---------------------[音]
[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 12,1+random%2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 15
value = 9999, 100

;---------------------[エフェクチE


[state -2,a]
type = Explod
trigger1 = time = 130;animelem = 15
anim = 8022
id = 8022
postype = p1
bindtime = 1
pos = 0,-30
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[state 4000,a]
type = Explod
trigger1 = time >= 130;animelem = 15, >=0
trigger1 = time <= 378
trigger1 = time%35 = 0
anim = 8022
id = 8022
postype = p1
bindtime = 1
pos = 0,-30
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[state -2,a];爁E��
type = Explod
trigger1 = animelem = 15
anim = 6000
id = 6000
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1
ReMapPal =10002,1

[state -2,a];爁E��
type = Explod
trigger1 = animelem = 15,>=0
trigger1 = time <= 378
trigger1 = time%8 = 0
anim = 6000
id = 6000
postype = p1
bindtime = 1
pos = -50+(random%100),-90+(random%90)
sprpriority = 999999
pausemovetime = 0
ownpal = 1
ReMapPal =10002,1

[State -2, a]
type = palfx
trigger1 = animelem = 2
time = 21
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 4
time = 11
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
time = 6
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 14
time = 1
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 16
time = 4
add = 160,190,225
mul = 210,210,225
color = 0



;---------------------[変数]
[state a]
type = varadd
trigger1 = time >= 250
trigger1 = time <= 378
v = 5
value = 2

[state a]
type = varadd
trigger1 = time >= 480
trigger1 = time < 512
v = 5
value = -8

[state a]
type = varset
trigger1 = time = 250
trigger2 = time = 513
v = 5
value = 0

[State -3]
Type = RemoveExplod
triggerall = numexplod(100000)
triggerall = TeamSide = 1
trigger1 = time >=480
ID = 100000

[State -3]
Type = RemoveExplod
triggerall = numexplod(100000)
triggerall = TeamSide = 2
trigger1 = time >=480
ID = 100000

;---------------------[]
[State 1000, 0]
type = AllPalFX
trigger1 = time >= 250
time = 1
add = var(5),var(5),var(5)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256

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

[state a];
type = AssertSpecial
trigger1 = time >= 378
flag = noshadow
flag2 = invisible

;---------------------[]

[state a]
type = changestate
trigger1 = time = 515
value = 5150



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)ダメージ当たり判定
[Statedef 20000]
type = A
ctrl = 0
anim = 20000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

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

[state a]
type = changeanim
triggerall = anim != 20010
trigger1 = root,stateno = 11
value = 20010

[state a]
type = statetypeset
trigger1 = root,statetype = S
statetype = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
statetype = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
statetype = A

[state a]
type = changeanim
triggerall = anim != 20100
triggerall = root,palno = [1,11]
trigger1 = root,stateno = 100
trigger1 = root,animelem = 4,>=0
trigger2 = root,stateno = 110
trigger2 = root,animelem = 2,>=0
trigger3 = root,stateno = 1000
trigger3 = root,animelem = 6,>=0
trigger4 = root,stateno = 1001
trigger4 = root,animelem = 6,>=0
trigger5 = root,stateno = 1002
trigger5 = root,animelem = 6,>=0
trigger6 = root,stateno = 600
trigger6 = root,animelem = 4,>=0
value = 20100

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = [8010,8100]
trigger2 = root,stateno = 5150
trigger3 = root,stateno = 190
trigger4 = root,stateno = 181
trigger5 = root,stateno = 115
trigger6 = root,stateno = 100
trigger6 = (root,palno=6||root,palno=12) && root,var(59) = 0
trigger7 = root,stateno = 110
trigger7 = (root,palno=6||root,palno=12) && root,var(59) = 0
trigger8 = root,fvar(37) > 0
trigger9 = root,stateno = [105,106]
trigger10 = root,stateno = 1621
trigger11 = root,stateno = [461,466]
trigger12 = root,stateno = 1003
trigger13 = root,stateno = 8020
trigger13 = root,stateno = 1700
trigger14 = root,stateno = [601,607]
value = 9999

[state a]
type = changeanim
triggerall = anim != 20000
trigger1 = root,stateno != [8010,8100]
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 115
trigger1 = root,stateno != 100
trigger1 = root,stateno != 110
trigger1 = root,fvar(37) < 1
trigger1 = root,stateno != [105,106]
trigger1 = root,stateno != 400
trigger1 = root,stateno != [1000,1003]
trigger1 = root,stateno != [460,466]
trigger1 = root,stateno != 8020
trigger1 = root,stateno != 1621
trigger1 = root,stateno != 1700
trigger1 = root,stateno != [600,607]
value = 20000

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

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

[state a]
type = hitby
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 20001

;---------------------[]
[State 200, 7]
type = null;changestate
trigger1 = root,stateno = 1100
value = 1002

;----------------------------------------------------------------------------
;(HELPER)本体・ダメージ加算
[Statedef 20001]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0
;---------------------[]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 200, 1]
type = PlaySnd
trigger1 = time = 1
value = 3000, random%3

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 5000, ifelse(root,var(59)=0,0,1)

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a];ノーマルダメージ
type = varadd
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * 1)*(root,fvar(34))

;[state a]
;type = varset
;trigger1 = time = 0
;trigger1 = var(1) >= 400
;v = 1
;value = 400

[state a]
type = parentvarset
trigger1 = time = 0
var(15) = var(1);GetHitVar(damage)

[state a]
type = parentvarset
trigger1 = time >= ifelse(root,var(59)=0,16,0)
v = 16
value = 1

[state a]
type = null;parentvaradd
trigger1 = time = 0
trigger1 = GetHitVar(damage)
v = 8
value = 50

;---------------------[音]
[State 200, 1]
type = null;PlaySnd
trigger1 = root,stateno != 600
trigger1 = root,stateno != 1100
trigger1 = time = 1
value = 5000, 0




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

;---------------------[]

[state a]
type = changestate
trigger1 = time = ifelse(root,var(59)=0,76,30)
value = 20000

[state a]
type = changestate
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "EX Light Armor" || p4name = "EX Light Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(52) > 0
trigger1 = time = 1
trigger2 = enemy,stateno = 715
trigger2 = time = 1
trigger3 = enemy,stateno = 716
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "UltimateArmorSFC" || p4name = "UltimateArmorSFC")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1200 && P2MoveType=A
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "UltimateArmorSFC" || p4name = "UltimateArmorSFC")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1200 && P2MoveType=A
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
trigger4 = enemy,var(26)>0
trigger4 = time = 1
value = 20000

[state a]
type = changestate
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 50001 && P2MoveType=A
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 30006 && P2MoveType=A
trigger7 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 460 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 461 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 462 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 463 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 464 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 465 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 466 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 450 && P2MoveType=A
trigger8 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = enemy,var(12) > 0
trigger1 = time = 1
trigger2 = enemy,var(11) > 2
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 600 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 601 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 602 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 603 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 604 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 605 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 606 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 607 && P2MoveType=A
trigger8 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = enemy,var(12) > 0
trigger1 = time = 1
trigger2 = enemy,var(11) > 2
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 1120 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1130 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1122 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 1132 && P2MoveType=A
trigger5 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = (enemy, var(51) > 0)
trigger1 = time = 1
trigger2 = (p2stateno = [1200,1250]) && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1300 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1301 && P2MoveType=A
trigger4 = time = 1
trigger5 = (enemy, var(25) > 0) && enemy,var(31) < 1
trigger6 = p2stateno = 400 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 401 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 402 && P2MoveType=A
trigger8 = time = 1
trigger9 = p2stateno = 442 && P2MoveType=A
trigger9 = time = 1
trigger10 = p2stateno = 443 && P2MoveType=A
trigger10 = time = 1
trigger11 = (p2stateno = [6000,6500]) && P2MoveType=A
trigger11 = time = 1
trigger12 = p2stateno = 1010 && P2MoveType=A
trigger12 = time = 1
trigger13 = p2stateno = 1011 && P2MoveType=A
trigger13 = time = 1
trigger14 = (p2stateno = [1040,1070]) && P2MoveType=A
trigger14 = time = 1
trigger15 = (p2stateno = [7100,7600]) && P2MoveType=A
trigger15 = time = 1
trigger16 = (p2stateno = [1120,1152]) && P2MoveType=A
trigger16 = time = 1
trigger17 = (p2stateno = [1250,1350]) && P2MoveType=A
trigger17 = time = 1
value = 20000

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)ダメージ接触判定
[Statedef 30000]
type = A
ctrl = 0
anim = 30000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

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

[state a]
type = statetypeset
trigger1 = root,statetype = S
statetype = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
statetype = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
statetype = A

[state a]
type = changeanim
triggerall = anim != 30100
trigger1 = root,stateno = 100
trigger1 = root,animelem = 2,>=0
trigger2 = root,stateno = 110
trigger2 = root,animelem = 2,>=0
trigger3 = root,stateno = 400
trigger3 = root,animelem = 5,>=0
value = 30100

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = 8010
trigger2 = root,stateno = 5150
trigger3 = root,stateno = 190
trigger4 = root,stateno = 181
trigger5 = root,stateno = 115
trigger6 = root,stateno = [105,106]
trigger7 = root,stateno = 8020
value = 9999

[state a]
type = changeanim
triggerall = anim != 30000
trigger1 = root,stateno != 8010
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 115
trigger1 = root,stateno != 100
trigger1 = root,stateno != 110
trigger1 = root,stateno != [105,106]
trigger1 = root,stateno != 400
trigger1 = root,stateno != 8020
value = 30000


[State 0, 1]
type = HitDef
trigger1 = gametime % 30 = 29
attr = S, HA
damage = 94
animtype = Light
hitflag = MAF
pausetime = 0, 0
sparkno = 9999   ; Animacion de Spark al ser golpeado
sparkxy = 10,-40
hitsound   = s200,20
ground.type = low
ground.hittime = 15
sprpriority = 0   ; Prioridad del Sprite al golpear, siempre 1.

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

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

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = root,stateno = 8010
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)ダメージ当たり判定
[Statedef 40000]
type = A
ctrl = 0
anim = 40000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

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

[state a]
type = statetypeset
trigger1 = root,statetype = S
statetype = S

[state a]
type = statetypeset
trigger1 = root,statetype = A
statetype = A

[state a]
type = changeanim
triggerall = anim != 40100
trigger1 = root,stateno = 100
trigger1 = root,animelem = 2,>=0
trigger2 = root,stateno = 110
trigger2 = root,animelem = 2,>=0
trigger3 = root,stateno = 400
trigger3 = root,animelem = 5,>=0
trigger4 = root,stateno = 460
trigger4 = root,animelem = 2,>=0
value = 40100

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = 8010
trigger2 = root,stateno = 5150
trigger3 = root,stateno = 190
trigger4 = root,stateno = 181
trigger5 = root,stateno = 115
trigger6 = root,fvar(37) > 0
trigger7 = root,stateno = [105,106]
trigger8 = root,stateno = 1003
trigger9 = root,stateno = [461,466]
trigger10 = root,stateno = 8020
value = 9999

[state a]
type = changeanim
triggerall = anim != 40000
trigger1 = root,stateno != 8010
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 115
trigger1 = root,stateno != 100
trigger1 = root,stateno != 110
trigger1 = root,fvar(37) < 1
trigger1 = root,stateno != [105,106]
trigger1 = root,stateno != 400
trigger1 = root,stateno != [460,466]
trigger1 = root,stateno != 8020
value = 40000

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

;---------------------[]

[State 2000, 0]    ; Helper de Armadura Reflectante al ser golpeado 1 vez
type = Reversaldef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
priority = 7,Hit
sparkxy = 0,0
sparkno = s555
hitsound = s200,4
numhits = 0
getpower = 0,0

[State 2000, 4]              ; Se Repita una vez la animacion
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2000, 2]              ; Sonido para Animacion
type = PlaySnd
trigger1 = MoveHit           ; cuando se golpea
value = S120,0
channel = 5
ignorehitpause = 1

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

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

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = root,var(16) < 1
trigger2 = root,var(59) < 1

;---------------------------------------------------------------------------
; ダメージモーション
[Statedef 3000]
type = S
movetype = I
anim = 3000+(2*(palno=6))
velset = 0,0
ctrl = 0
physics = N

[state a]
type = velset
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 715 && P2MoveType=A
trigger2 = p2stateno = 716 && P2MoveType=A
x = 0
y = 0

[state a]
type = velset
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 718 && enemy,animelem = 2
x = -3


[state -2]
type = posset
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 716 && P2MoveType=A
x = enemynear,pos X +25+ifelse(enemynear,facing=1,0,-50)

[state a]
type = changeanim
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = time = 0
trigger1 = p2stateno = 718 && enemy,animelem = 2
value = 3000+(2*(palno=6))

[state a]
type = changeanim
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
triggerall = time = 0
trigger1 = p2stateno = 715 && P2MoveType=A
trigger2 = p2stateno = 716 && P2MoveType=A
value = 3001+(2*(palno=6))

[state a]
type = changeanim
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
value = 3001+(2*(palno=6))

[state a]
type = changeanim
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
triggerall = time = 0
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
value = 3001+(2*(palno=6))

[state a]
type = velset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 467 && enemy, movecontact
x = -6.2
y = -1.8

[state a]
type = veladd
trigger1 = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 467 && P2MoveType=A
y = 1.56

[state a]
type = velset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
trigger8 = p2stateno = 467 && enemy, animelem = 1
x = 0

[state -2]
type = posset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
triggerall = time = 0
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
trigger8 = p2stateno = 467 && enemy, animelem = 1
x = enemynear,pos X +20+ifelse(enemynear,facing=1,0,-40)
y = -5

[state a]
type = changeanim
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
value = 3001+(2*(palno=6))

[state a]
type = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 607 && enemy,animelem = 4
x = -6.2
y = -1.8

[state a]
type = veladd
trigger1 = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 607 && vel Y < 0 && pos Y < 0
y = 1.56

[state a]
type = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
trigger8 = p2stateno = 607 && enemy, animelem = 1
x = 0

[state -2]
type = posset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
trigger8 = p2stateno = 607 && enemy, animelem = 1
x = enemynear,pos X +30+ifelse(enemynear,facing=1,0,-60)
y = -5

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 1000

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

;---------------------[音]

;---------------------[]
[state a]
type = turn
trigger1 = p2dist x < 0
trigger1 = time = 0

;---------------------[]

[state a]
type = velset
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30007 && P2MoveType=A
x = -3

[state a]
type = velset
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
x = 0
y = 0


[state -2]
type = velset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger2 = p2stateno = 50001 && P2MoveType=A
x = 0

[state -2]
type = posset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger2 = p2stateno = 50001 && P2MoveType=A
x = enemynear,pos X +15+ifelse(enemynear,facing=1,0,-30)
y = -25

[state a]
type = changeanim
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50000 && stateno = 3000
trigger2 = p2stateno = 50001 && stateno = 3000
value = 3001

[state a]
type = changeanim
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50002 && stateno = 3000
value = 3000

[state -2]
type = velset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50002 && P2MoveType=A
x = -3
y = -0.5

[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 7500 && P2MoveType=A
trigger2 = p2stateno = 7501 && P2MoveType=A
trigger3 = p2stateno = 7502 && P2MoveType=A
x = 0


[state a]
type = changeanim
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1010 && stateno = 3000
trigger2 = p2stateno = 1011 && stateno = 3000
trigger3 = p2stateno = 7500 && stateno = 3000
trigger4 = p2stateno = 7501 && stateno = 3000
value = 3001+(2*(palno=6))

[state a]
type = changeanim
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1451 && P2MoveType=A
value = 1455+(1*(palno=6))

[State 180, 1]
type = ChangeState
triggerall = anim = 1455+(1*(palno=6))
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 1452 || (p2stateno = 1451 && time = 58)
value = 8010
ctrl = 0

[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
trigger3 = p2stateno = 1010 && stateno = 3000
trigger4 = p2stateno = 1011 && stateno = 3000
x = 0

[state a]
type = velmul
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
x = 0


[state a]
type = velset
triggerall = anim != 1455+(1*(palno=6))
trigger1 = time = 0
x = -3

[state a]
type = velset
trigger1 = time = 0
trigger1 = palno = 8
x = 0

[state a]
type = velset
trigger1 = time = 0
trigger1 = palno = 11
x = -5

[state a]
type = null;veladd
trigger1 = pos y < 0
y = 0.26


[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = velmul
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
x = 0

[state a]
type = velmul
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30007 && P2MoveType=A
x = 0.9

[state a]
type = velmul
trigger1 = 1
x = 0.9

[state a]
type = statetypeset
trigger1 = pos y < 0
statetype = A

[state a]
type = statetypeset
trigger1 = pos y = 0
statetype = S


;---------------------[]
[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = S
value = 0
ctrl = 1

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = A
value = 111

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)(曲を)生む機械
[Statedef 9999]
type = S
movetype = I
ctrl = 0
anim = 9999
velset = 0,0
physics = N
sprpriority = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[state a]
type = varset
trigger1 = root,palno = 1
v = 19
value = 0

[state a]
type = varset
trigger1 = root,palno = 2
v = 19
value = 1

[state a]
type = varset
trigger1 = root,palno = 3
v = 19
value = 2

[state a]
type = varset
trigger1 = root,palno = 4
v = 19
value = 3

[state a]
type = varset
trigger1 = root,palno = 5
v = 19
value = 4

[state a]
type = varset
trigger1 = root,palno = 6
v = 19
value = 5

;---------------------[音]
[State a]
type = PlaySnd
trigger1 = time = 0
value = 9999,0
channel = 5
volume = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 9999,0
channel = 5
;volume = 1

[State a]
type = PlaySnd
trigger1 = time >0
value = 9999,1
lowpriority = 1
channel = 5
loop = 1
;volume = 0

;---------------------[消滅]
[state a]
type = changestate
trigger1 = lose
trigger2 = root,stateno = 8020
trigger3 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")&& enemy,authorname = "ahuron"
trigger4 = (p2name = "Makamaka" || p4name = "Makamaka")&& enemy,authorname = "ahuron"
trigger5 = (p2name = "Misuzu" || p4name = "Misuzu")&& enemy,authorname = "ahuron"
trigger6 = (p2name = "Touyama" || p4name = "Touyama")&& enemy,authorname = "ahuron"
trigger7 = (p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER")&& enemy,authorname = "or2 =3"
trigger8 = (p2name = "Final Sigma W" || p4name = "Final Sigma W")&& enemy,authorname = "ahuron"
trigger9 = (p2name = "Maverick Zero" || p4name = "Maverick Zero")&& enemy,authorname = "ahuron"
trigger10 = (p2name = "Sigma" || p4name = "Sigma")&& enemy,authorname = "!?"
trigger11 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger12 = (p2name = "Vile" || p4name = "Vile")&& enemy,authorname = "DragonFaku"
trigger13 = (p2name = "iX" || p4name = "iX")&& enemy,authorname = "DragonFaku"
trigger14 = (p2name = "heart-armardi" || p4name = "heart-armardi")&& enemy,authorname = ""
trigger15 = (p2name = "ToadMan" || p4name = "ToadMan")&& enemy,authorname = "Ahuron"
trigger16 = (p2name = "madgear" || p4name = "madgear")&& enemy,authorname = "Skiff/SUGIO"
trigger17 = (p2name = "Ghouls and Ghosts - Graveyard" || p4name = "Ghouls and Ghosts - Graveyard")&& enemy,authorname = "MabsKMK"
trigger18 = (p2name = "Command Mission X" || p4name = "Command Mission X") && p2stateno = 1452
trigger19 = root,stateno = 181 && matchover
value = 9998

;----------------------------------------------------------------------------
;(HELPER)曲ストップ
[Statedef 9998]
type = S
movetype = A
ctrl = 0
anim = 9999
velset = 0,0
physics = N
sprpriority = 0

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

;---------------------[音]
[state a]
type = stopsnd
trigger1 = time = 0
channel = 5

;---------------------[消滅]
[state a]
type = null;destroyself
trigger1 = root,stateno = 1100
trigger1 = root,animelem = 15

;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 99999]
sprpriority = -5
movetype = I
ctrl = 0

[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[state a]
type = null;playsnd
trigger1 = Time <= 0
trigger1 = root,palno < 10
value = 1300,1


[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root, Anim)
trigger3 = !AnimExist(Root, Anim)
trigger4 = Root, StateNo >= 160
trigger4 = Root, StateNo < 5000
trigger4 = Root, MoveType = H
trigger5 = Root, StateNo >= 6000
trigger5 = Root, MoveType = H
trigger6 = Root, Anim >= 160
trigger6 = Root, Anim < 5000
trigger6 = Root, MoveType = H
trigger7 = Root, Anim >= 6000
trigger7 = Root, MoveType = H
flag = Invisible

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -5

[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

;--------------------------------------------------------------------------------------------
;Aura Color
;--------------------------------------------------------------------------------------------

[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 255,255,255
mul = 255,255,255

[State 9999, PalFX]
type = null;PalFX
triggerall = Root, palno = 10
trigger1 = Name = "Zero_X2"
trigger1 = AuthorName = "Serges"
time = 1
color = 0
add = 150,150,150
mul = 150,150,150

[State 9999, PalFX]
type = null;PalFX
trigger1 = Root, palno = 12
time = 1
color = 0
add = 255,125,175
mul = 255,125,175

[State 9999, PalFX]
type = PalFX
triggerall = Root, palno = 12
trigger1 = Name = "Zero_X2"
trigger1 = AuthorName = "Serges"
time = 1
color = 0
add = 150,50,100
mul = 150,50,100

;----- Set Animation -----
[State 9999, VarSet]		; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6000
value = Root, Anim
elem = Var(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------

;----- Scale Timer -----
[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(46) = 1

[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = var(46) >= 300
var(46) = 0
;-------------------------

;===== Twitch Size X,Y =====
;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.15
fvar(0) = 1.25

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.15
fvar(0) = -0.05
;-------------------------

;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.05
fvar(1) = 1.15

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.05
fvar(1) = -0.05
;-------------------------
;==============================

;===== Grow/Shrink X,Y =====
;----- Resize X Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) < 0.150
trigger1 = var(46) >= 100
trigger1 = var(46) <= 150
fvar(10) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) > 0
trigger1 = var(46) >= 250
trigger1 = var(46) <= 300
fvar(10) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(10) <= 0
trigger3 = var(46) <= 0
fvar(10) = 0.025
;-------------------------

;----- Resize Y Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) < 0.125
trigger1 = var(46) >= 100
trigger1 = var(46) <= 150
fvar(11) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) > 0
trigger1 = var(46) >= 250
trigger1 = var(46) <= 300
fvar(11) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(11) <= 0
trigger3 = var(46) <= 0
fvar(11) = 0
;-------------------------
;==============================

;===== Scale X,Y Difference =====
;----- Size X Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(20) > 0
fvar(20) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(20) = -0.0025
;-------------------------

;----- Size Y Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(21) > 0
fvar(21) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(21) = -0.0025
;-------------------------
;==============================

;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time < 145
trigger1 = Root, Alive
scale = FVar(0) - 0.05, FVar(1) - 0.05

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time >= 145
trigger1 = Root, Alive
scale = (FVar(0) + FVar(10)) - 0.025, (FVar(1) + FVar(11)) - 0.025

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, Alive = 0
scale = (FVar(0) + FVar(10) + FVar(20)) - 0.0125, (FVar(1) + FVar(11) + FVar(21)) - 0.0125
;-------------------------

[State 9999, Trans]
type = Trans
trigger1 = Name = "Zero_X2"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
trans = addalpha
alpha = 200,200

;----------------------------------------------------------------------------------------
;残像
;----------------------------------------------------------------------------------------
[State 9999, AfterImage]
type = AfterImage
triggerall = Time > 0
triggerall = Name = "Zero_X2"
triggerall = AuthorName = "Serges"
trigger1 = RoundState >= 2
ignorehitpause = 1
persistent = 0
Time = 0
TimeGap = 1
FrameGap = 1
Length = 10
PalColor = 0
PalBright = 0,0,0
PalContrast = 0,0,0
Trans = add

;----------------------------------------------------------------------------------------
[State 9999, AfterImage]
type = AfterImageTime
trigger1 = Name = "Zero_X2"
trigger1 = AuthorName = "Serges"
ignorehitpause = 1
time = 2

[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Scale X:  %f     Scale Y:  %f     Timer: %d \nSize X:   %f     Size Y:   %f"
params = FVar(0), FVar(1), Var(10), FVar(10), FVar(11)

[State 9999, Destroy]
type = DestroySelf
trigger1 = root,Anim = 181
trigger2 = FVar(20) <= -0.15 || FVar(21) <= -0.15
trigger3 = root,stateno = 8010
trigger3 = root,animelem = 1
trigger4 = root,win
trigger5 = root,lose

;effect hiraishin begin
[Statedef 1156]
type = a
movetype = a
physics = n
ctrl = 0
anim = 10411;1010
sprpriority = 0

[State 1156]
type = varset
trigger1 = time = 0
fvar(35) = -360+random%720

[State 1156]
type = explod
trigger1 = time%4 = 0
anim = 10414+random%6
postype = p1
pos = -30+random%60*const(size.xscale),-30+random%60*const(size.yscale)
scale = 0.5*const(size.xscale),0.5*const(size.yscale)
sprpriority = 10

[State ,BindToRoot]
Type                       = BindToRoot
Trigger1                   = 1
Time                       = -1
Facing                     = 0
Pos                        = 0, -23
Persistent                 = 1
IgnoreHitPause             = 0

[State 1156]
type = explod
trigger1 = time = 0
anim = 10410
postype = p1
scale = 0.25*const(size.xscale),0.25*const(size.yscale)
id = 410
sprpriority = 10
 
removetime = 16

[State 1156]
type = explod
trigger1 = time = 0
anim = 10410
postype = p1
scale = 0.25*const(size.xscale),0.25*const(size.yscale)
id = 414
sprpriority = 10
 
removetime = 16

;[State 1156]
;type = explod
;trigger1 = time = 10
;anim = 411
;postype = p1
;scale = 0.25*const(size.xscale),0.25*const(size.yscale)
;id = 411
;sprpriority = 10
; 
;removetime = 16

[State 1156]
type = explod
trigger1 = time = 0
anim = 10412
postype = p1
scale = 0.25*const(size.xscale),0.25*const(size.yscale)
id = 412
sprpriority = 10
 
removetime = 16

[State 1156]
type = explod
trigger1 = time = 0
anim = 10413
postype = p1
scale = 0.25*const(size.xscale),0.25*const(size.yscale)
id = 413
sprpriority = 10
 
removetime = 16

[State 1156]
type = modifyexplod
trigger1 = time <= 8
postype = p1
scale = (0.2+0.01*time)*const(size.xscale),(0.2+0.01*time)*const(size.yscale)
id = 410
sprpriority = 10
 
trans = addalpha
alpha = 256-32*(ifelse(time<=8,0,(time-8))),256

[State 1156]
type = modifyexplod
trigger1 = time <= 8
postype = p1
scale = (0.1+0.01*time)*const(size.xscale),(0.1+0.01*time)*const(size.yscale)
id = 414
sprpriority = 10
 
trans = addalpha
alpha = 256-32*(ifelse(time<=8,0,(time-8))),256

[State 1156]
type = modifyexplod
trigger1 = time > 8
postype = p1
scale = (0.28+0.005*(time-8))*const(size.xscale),(0.28+0.005*(time-8))*const(size.yscale)
id = 410
sprpriority = 10
 
trans = addalpha
alpha = 256-32*(ifelse(time<=8,0,(time-8))),256

[State 1156]
type = modifyexplod
trigger1 = time > 8
postype = p1
scale = (0.18+0.005*(time-8))*const(size.xscale),(0.18+0.005*(time-8))*const(size.yscale)
id = 414
sprpriority = 10
 
trans = addalpha
alpha = 256-32*(ifelse(time<=8,0,(time-8))),256

[State 1156]
type = angledraw;modifyexplod
trigger1 = 1
;postype = p1
scale = (0.25+0.01*(time-10))*const(size.xscale),(0.25+0.01*(time-10))*const(size.yscale)
value = fvar(35)
;id = 411
;sprpriority = 10
; 
;trans = addalpha
;alpha = 256-16*(time-10),256

[State 1156]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256-16*(time-10),256

[State 1156]
type = modifyexplod
trigger1 = 1
postype = p1
scale = (0.18+0.04*time)*const(size.xscale),(0.96-0.06*time)*const(size.yscale)
id = 412
sprpriority = 10
 
trans = add

