;===========================================================================
; 超必殺技
;===========================================================================
;---------------------------------------------------------------------------
;スーパー飛び道具
[Statedef 2000]
type     = S
movetype = A
physics  = S
anim     = 2000
ctrl = 0
poweradd = -1000
sprpriority = 2
velset = 0,0

[State 2000, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10300
postype = p1
pos = 0,-45
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2000]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 30
anim = -1
sound = S0,16
pos = 999,999
darken = 0
unhittable = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6010
ID = 13000
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, 音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 12
freqmul = 1

[State 2000, エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 1440
pos = 10, -20
postype = p1
scale = 0.5, 0.5
facing = -1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2000, 飛び道具ヘルパー]
Type = Helper
trigger1 = AnimElem = 3
postype = p1
pos = 20, 0
id = 2010
stateno = 2010
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;紅蓮朱雀
[Statedef 2100]
type     = A
movetype = A
physics  = N
anim     = 2100
ctrl = 0
poweradd = -2000
sprpriority = 2

[State 2100, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 2100]
type = Explod
trigger1 = time = 0
anim = 10350
postype = p1
pos = 0,-45
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2100]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 0
anim = -1
sound = S0,21
pos = 999,999
darken = 0
unhittable = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6010
ID = 13000
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 2100, 速度]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 2100, 幅]
type = Width
trigger1 = 1
edge = 30,0
player = 30,0

[State 2100, 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 16
y = 12

[State 2100, 音]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 10
freqmul = 2

[State 2100, エフェクト]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
anim = 10103
pos = -30, -75
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2100, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,52,40) * fVar(14) * fVar(15)) , 12
pausetime = 8, 8
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -20
hitsound = S1, 4
guardsound = S1, 91
ground.type = High
ground.slidetime = 12
guard.slidetime = 12
ground.hittime = 12
air.hittime = 12
guard.ctrltime = 12
yaccel = .3
ground.velocity = -2, -6
guard.velocity = -1
air.velocity = -6, -4
down.velocity = -1, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 50, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State -2, 命中時]
type = ChangeState
trigger1 = MoveHit = 1
value = 2110

[State 2100, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 2101

;着地
[Statedef 2101]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 2101

[State 2101, 音]
type = PlaySnd
trigger1 = Time = 0
value = 2, 4

[State 2101, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[state 2101, 摩擦]
type = VelMul
trigger1 = 1
x = 0.85

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


[Statedef 2110]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
anim     = 2110
sprpriority = 2

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 2110, 幅]
type = Width
trigger1 = 1
edge = 30,0
player = 30,0

[State 2110, 速度]
type = VelSet
trigger1 = Time = 0
x = 16
y = 12

[State 2110, エフェクト]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
anim = 10103
pos = -30, -75
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2110, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 2111

[Statedef 2111]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 2111
poweradd = 0
sprpriority = 2

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 2111, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 2111, 音]
type = PlaySnd
trigger1 = Animelem = 4
value = 0, 10
freqmul = 0.75

[State 2111, 音]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 2111, 速度]
type = VelSet
trigger1 = Time = 0
x = 6

[State 2111, エフェクト]
type = Explod
trigger1 = Time = 0
anim = 10000
pos = 0, 0
postype = p1
scale = 1, 0.5
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2111, エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 10102
pos = 20, -85
postype = p1
scale = 0.75, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2111, エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 10102
pos = 0, -105
postype = p1
scale = 0.75, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2111, エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 10108
pos = 0, 0
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 7
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2111, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2112

[Statedef 2112]
type     = A
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 2112
poweradd = 0
sprpriority = 2

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 2112, 幅]
type = Width
trigger1 = 1
edge = 30,0
player = 30,0

[State 2112, 速度]
type = VelSet
trigger1 = Time = 0
x = 2.6
y = -8

[State 2112, 重力]
type = Veladd
trigger1 = Time >= 4
y = 0.5

[State 2112, エフェクト]
type = Explod
trigger1 = AnimElem = 1
anim = 10000
pos = 0, 0
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2112, エフェクト]
type = Explod
trigger1 = time = 0
anim = 10102
pos = -10, -125
postype = p1
scale = 0.75, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = 30
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2112, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
hitflag = MAF
animtype = Light
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,52,40) * fVar(14) * fVar(15)) , 12
pausetime = 20, 20
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 5
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 15
yaccel = .3
ground.velocity = -3, -7
guard.velocity = -1
air.velocity = -3, -7
down.velocity = -1, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 50, 0
palfx.time = 180
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 2112, フィニッシュへ]
type = ChangeState
trigger1 = Animtime = 0
value = 2113

[Statedef 2113]
type     = A
movetype = A
physics  = N
anim     = 2113
ctrl = 0
poweradd = 0
sprpriority = 2

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = MoveHit = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = MoveHit = 1
value = 0, 11
freqmul = 0.75

[State 2113, 幅]
type = Width
trigger1 = 1
edge = 30,0
player = 30,0

[State 2113, 速度]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 2113, 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 12
y = -8

[State 2113, 重力]
type = Veladd
trigger1 = AnimElem = 12, >= 0
y = 0.5

[State 2113, 音]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 15
freqmul = 1

[State 2113, 音]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 63
freqmul = 1

[State 2113, エフェクト]
type = Explod
trigger1 = AnimElem = 1
anim = 10109
pos = 0, -40
postype = p1
scale = 0.75, 0.75
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 7
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2113, 振動]
type = Envshake
trigger1 = AnimElem = 2
time = 40
freq = 80
ampl = -6

[State 2113, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
hitflag = MAF
animtype = Heavy
priority = 4,Hit
damage = ceil(IfElse(Var(36) > 0,390,300) * fVar(14) * fVar(15)), 90
pausetime = 0, 0
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20, -60
hitsound = S1, 6
guardsound = S1, 91
ground.type = High
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 15
yaccel = .3
ground.velocity = -12, -8
guard.velocity = -1
air.velocity = -12, -8
down.velocity = -1, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 50, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 2113, 着地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 15
value = 2114

;着地
[Statedef 2114]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 2114

[State -2, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State -2, 音]
type = PlaySnd
trigger1 = Time = 0
value = 2, 1

[State -2, 速度]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State -2, ポジション修正]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[state -2, 立ちに戻る]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


;強化技
[Statedef 2200]
type     = S
movetype = A
physics  = S
anim     = 2200
ctrl = 0
poweradd = -1000
sprpriority = 2

[State 2200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = ProjHitTime(2210) = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = ProjHitTime(2210) = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = ProjHitTime(2210) = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = ProjHitTime(2210) = 1
value = 0, 11
freqmul = 0.75

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 2200]
type = Explod
trigger1 = time = 0
anim = 10300
postype = p1
pos = 0,-45
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2200]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 30
anim = -1
sound = S0,16
pos = 999,999
darken = 0
unhittable = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6010
ID = 13000
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2200, 無敵]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 40

[State 2200, 音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 14
freqmul = 1

[State 2200, エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 10110
pos = 0, 10
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = -7
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2200, エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 2201
pos = 0, 10
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 7
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2200,ドライブ強化Flag]
type = VarAdd
trigger1 = AnimElem = 3
var(36) = 600
ignorehitpause = 1

[State 2200, 判定]
type = Projectile
trigger1 = AnimElem = 3
projID = 2210
projanim = 2210
projhitanim = 2210
projremanim = 2210
projcancelanim = 2210
projscale = 1, 1
projremove = 1
projremovetime = 8
velocity = 0, 0
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 80
projstagebound = 80
projheightbound = -240, 20
offset = 0, 0
postype = p1
supermovetime = 0
pausemovetime = 0
ownpal = 1
;Hitdef*********************
attr = S, HP
hitflag = MAF
guardflag = MA
animtype  = Hard
priority = 4,Hit
damage = ceil(100 * fVar(14) * fVar(15)), 25
pausetime = 0, 8
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 5
guardsound = S1, 91
ground.type = High
ground.slidetime = 10
guard.slidetime = 4
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 4
yaccel = .3 + fVar(11)
ground.velocity = -8, -3
guard.velocity = -4
air.velocity = -8, -3
down.velocity = -2, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 50, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 2200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2300]
type = S
movetype = A
physics = N
anim = 2300
ctrl = 0
sprpriority = 2
facep2 = 1
VelSet = 0,0

[State 2300, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2300, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 10350
postype = p1
pos = 0,-45
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 3
time = 30
movetime = 30
anim = -1
sound = S0,21
pos = 999,999
darken = 0
unhittable = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6010
ID = 13000
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2300, VelSet]
type = velset
trigger1 = AnimElem = 4
x = 3

[State 2300, NotHitBy]
type = nothitby
trigger1 = AnimElemtime(7) < 0
value = ,AA,AP
time = 1

[State 2300, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 12

[State 2300, EnvShake]
type = EnvShake
trigger1 = animelem = 12
time = 12

[State 2300, velSet]
type = velset
trigger1 = animelem = 6
x = 0

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 6
value = S1,7

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 12
value = S1,8

[State 2300, PowerAdd]
type = poweradd
trigger1 = animelem = 3
value = -2000

[State 2300, Explod]
type = Explod
trigger1 = animelem = 6
anim = 2302
id = 2302
pos = 30, -66
Postype = p1
facing = 1
sprpriority = 5
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
scale = 0.5,0.5

[State 2300, Helper]
type = helper
trigger1 = animelem = 12
stateno = 2301
id = 2301
facing = 1
postype = p1
pos = 50, -70
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
supermove = 1
Name = "Rave"

[State 2300, Helper]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State 2300, HitDef]
type = HitDef
trigger1 = (!movecontact&&!movereversed)
persistent = 0
attr = S, HA
animtype = Hard
damage = ceil(IfElse(Var(36) > 0,208,160) * fVar(14) * fVar(15)) , 30
guardflag = MA
hitflag = MAF
pausetime = 15, 15
guard.pausetime = 15, 15
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 5
guardsound = S1, 91
ground.type = High
ground.slidetime = 19
ground.hittime = 17
guard.slidetime = 18
guard.hittime = 17
ground.velocity = -0.5,-4.5
guard.velocity = -11
airguard.velocity = -3.9,-2.8
air.velocity = -1,-4
air.fall = 1
fall = 1
airguard.ctrltime = 23
fall.recover = 0
p2facing = 1
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
yaccel = 0.3
getpower = 0,0

[State 2300, AllPalFx]
type = allPalfx
trigger1 = movehit
add = 512,512,512
time = 1
ignorehitpause = 1
persistent = 0

[State 2300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2302]
type = A
movetype= H
physics = N
velset = 0,0

[State 2302]
type = ChangeAnim2
trigger1 = 1
value = 6000

[State 2302]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2303

[Statedef 2303]
type = A
movetype= H
physics = N

[State 2303]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 2303]
type = VelAdd
trigger1 = 1
y = .45

[State 2303]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 2303]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 2304

[State 2303]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[StateDef 2304]
type = A
movetype= H
physics = N

[State 2304]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 2304]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 2304]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 2304]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 2304]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[State 2304]
type = ChangeAnim2
trigger1 = Time = 0
value = 6002

[State 2304]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 2304]
type = ChangeState
trigger1 = AnimTime = 0
value = 2305

[Statedef 2305]
type = A
movetype= H
physics = N

[State 2305]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2305]
type = VelSet
trigger1 = Time = 0
y = -8

[State 2305]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 2305]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 2305]
type = VelAdd
trigger1 = 1
y = .45

[State 2305]
type = AngleAdd
trigger1 = 1
value = 25

[State 2305]
type = AngleDraw
trigger1 = 1

[State 2305]
type = ChangeAnim2
trigger1 = Time = 0
value = 6003

[State 2305]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 2400]
type = S
movetype = A
physics = S
anim = 2400
ctrl = 0
sprpriority = 2

[State 2400]
type = Explod
trigger1 = time = 0
anim = 10300
postype = p1
pos = 5,-55
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2400, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2400]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 30
anim = -1
sound = S0,16
pos = 999,999
darken = 0
unhittable = 1

[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 6010
ID = 13000
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2400, PowerAdd]
Type = PowerAdd
Trigger1 = time = 0
value = -1000

[State 2400, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = AnimElem = 11
X = 3

[State 2400, velSet]
type = velSet
trigger1 = AnimElem = 17
trigger2 = AnimElem = 33
X = 5

[State 2400, velSet]
type = velSet
trigger1 = AnimElem = 25
X = 10

[State 2400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,0

[State 2400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 17
value = S0,1

[State 2400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 26
trigger2 = AnimElem = 33
value = S0,2

[State 2400, HitDef]
type = hitdef
trigger1 = animelem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
attr = S, HA
damage = ceil(42 * fVar(14) * fVar(15)), 9
priority = 7,Hit
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = Back
fall.animtype = Back
pausetime = 9,13
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20,-60
hitsound = S1, 9
guardsound = S1, 90
getpower = 0,0
givepower = 56,24
ground.type = Low
ground.slidetime = 42
ground.hittime = 42
guard.ctrltime = 42
air.hittime = 42
ground.velocity = -2
guard.velocity = -6
air.type = Low
air.velocity = -1, -5
airguard.velocity = -5.55, -7.45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.freq = 80
envshake.ampl = -4
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
yaccel = .6

[State 2400, HitDef]
type = hitdef
trigger1 = animelem = 26
attr = S, HA
damage = ceil(47 * fVar(14) * fVar(15)), 10
priority = 7,Hit
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = Back
fall.animtype = Back
pausetime = 9,13
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20,-60
hitsound = S1, 9
guardsound = S1, 90
getpower = 0,0
givepower = 56,24
ground.type = High
ground.slidetime = 42
ground.hittime = 42
guard.ctrltime = 42
air.hittime = 42
ground.velocity = -4
guard.velocity = -6
air.type = High
air.velocity = -4, -4
airguard.velocity = -5.55, -7.45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.freq = 80
envshake.ampl = -4
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
yaccel = .6

[State 2400, HitDef]
type = hitdef
trigger1 = animelem = 33
attr = S, HA
damage = ceil(57 * fVar(14) * fVar(15)), 12
priority = 7,Hit
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = Back
fall.animtype = Back
pausetime = 0,0
sparkno = S10500
guard.sparkno = S10580
sparkxy = -20,-60
hitsound = S1, 9
guardsound = S1, 90
getpower = 0,0
givepower = 56,24
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
guard.ctrltime = 21
air.hittime = 21
ground.velocity = -5
guard.velocity = -11
air.type = Low
air.velocity = -5, -7.5
airguard.velocity = -5.55, -7.45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.freq = 80
envshake.ampl = -4
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
yaccel = .6
P1Stateno = 2401
P2Stateno = 2404

[State 2400, ChangeState]
Type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 2401]
type = S
movetype = A
physics = S
anim = 2401
ctrl = 0
sprpriority = 2

[State 2401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,14

[State 2401, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 4504
scale = 0.75,0.75
postype = p1
pos = 0,0
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2401, HitDef]
type = hitdef
trigger1 = animelem = 3
attr = S, HA
damage = ceil(IfElse(Var(36) > 0,92,71) * fVar(14) * fVar(15)) , 13
priority = 7,Hit
hitflag = MAFD
guardflag = -1
animtype = Heavy
air.animtype = Back
fall.animtype = Back
pausetime = 0,11
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 5
guardsound = S1, 91
getpower = 0,0
givepower = 48,24
ground.type = High
ground.slidetime = 45
ground.hittime = 45
guard.ctrltime = 45
air.hittime = 45
ground.velocity = -1,-8
guard.velocity = -9
air.type = High
air.velocity = -1.4, -8.6
airguard.velocity = -4,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 120
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
envshake.time = 14
envshake.freq = 80
envshake.ampl = -5
fall = 0
air.fall = 1
fall.recover = 0
yaccel = .28

[State 2401, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 60,-70

[State 2401, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, -74

[State 2401, ChangeState]
Type = ChangeState
trigger1 = time = 100
value = 2402

[StateDef 2402]
type = S
movetype = A
physics = S
anim = 2402
ctrl = 0
sprpriority = 2

[State 2402, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S0,33
Channel = 0

[State 2402, Helper]
type = helper
trigger1 = animelem = 4
name = "Fire"
stateno = 2403
id = 2403
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2402, vel]
type = velset
trigger1 = animelem = 4
x = 14.5

[State 2402, vel]
type = velset
trigger1 = animelem = 8
x = 0

[State 2402, vel]
type = velmul
trigger1 = animelemtime(5) > 0
x = .946

[State 2402, ChangeState]
Type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2404]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 2404, screen]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,0

[State 2404, anim]
type = changeanim2
trigger1 = !time
value = 2404

;フジヤマヴォルケイノ
[Statedef 2500]
type     = S
movetype = A
physics  = S
anim     = 2500
ctrl = 0
poweradd = -3000
sprpriority = 2

[State 2500, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999
PalBright = 0,0,0
PalContrast = 256,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2500]
type = BGPalFx
trigger1 = 1
time = 1
add = -240,-240,-240
ignorehitpause = 1

[State 2500]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
;flag3 = nomusic
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, キャンセルフラグOFF]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 2500]
Type = null
Trigger1 = time = 0
Name = "Hyper"
Stateno = 10400
ID = 10400
Pos = 0,-30
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 2500]
Type = Helper
Trigger1 = time = 0
Name = "Hyper"
Stateno = 10401
ID = 10401
Pos = 0,-30
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 2500]
Type = Helper
Trigger1 = time = 0
Name = "Hyper"
Stateno = 10402
ID = 10402
Pos = 0,-30
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 2500]
type = SuperPause
trigger1 = time = 0
time = 110
movetime = 110
anim = -1
sound = S0,17
pos = 999,999
darken = 0
unhittable = 1

[State -1]
Type = Helper
Trigger1 = time = 0
StateNo = 6020
ID = 13001
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2500, エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 10160
pos = 0, -35
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,19

[State 2500, 超必サウンド]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 110

[State 2500, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "cut-in"
stateno = 4900
ownpal = 1
postype = left
pos = 160
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = .625
size.yscale = .625

[State 2500, 暗転
type = Pause
trigger1 = AnimElem = 3
time = 80
movetime = 80

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,18

[State 2500]
type = EnvShake
trigger1 = time = [0,211]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 2500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2501

[Statedef 2501]
type     = S
movetype = A
physics  = S
anim     = 2501
ctrl = 0
sprpriority = 2

[State 2501]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
;flag3 = nomusic
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2501]
type = BGPalFx
trigger1 = 1
time = 1
add = -240,-240,-240
ignorehitpause = 1

[State -2,燃焼補正増加]
type = VarAdd
trigger1 = ProjHitTime(2521) = 1
trigger2 = ProjHitTime(2530) = 1
fvar(15) = ifelse(var(36) > 0,0.12,0.05)

[State -2, 燃焼エフェクト]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = ProjHitTime(2521) = 1
trigger2 = ProjHitTime(2530) = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = ProjHitTime(2521) = 1
trigger2 = ProjHitTime(2530) = 1
value = 0, 11
freqmul = 1

[State -2, 燃焼音]
type = PlaySnd
trigger1 = ProjHitTime(2521) = 1
trigger2 = ProjHitTime(2530) = 1
value = 0, 11
freqmul = 0.75

[State 2501, 音]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
value = 3, 60

[State 2501, 音]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 61

[State 2501, 音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 62

[State 2501, 振動]
type = Envshake
trigger1 = Time%15 = 0
time = 15
freq = 160
ampl = -6

[State 2501, エフェクト]
type = Explod
trigger1 = Time%8 = 0
anim = 2510
pos = 0, 0
postype = p1
scale = 1, 1
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2501, 本体火柱エフェクト]
type = Explod
trigger1 = Time%8 = 0
anim = 2520
pos = 0, -40
postype = p1
scale = 1, 3
facing = 1
vfacing = 1
removetime = -2
bindtime = -1
sprpriority = 5
ontop = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2501, 本体火柱]
type = Projectile
trigger1 = Time%8 = 1
projID = 2521
projanim = 2521
projhitanim = 2521
projremanim = 2521
projcancelanim = 2521
projscale = 1, 1
projremove = 0
projremovetime = 8
velocity = 0, 0
projhits = 1
projmisstime = 0
projpriority = 99
projsprpriority = 5
projedgebound = 80
projstagebound = 80
projheightbound = -240, 20
offset = 0, 0
postype = p1
supermovetime = 0
pausemovetime = 0
ownpal = 1
;Hitdef*********************
attr = S, HP
hitflag = MAFD
guardflag = MA
animtype  = Hard
priority = 4,Hit
damage = 12, 5
pausetime = 0, 7
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 5
guardsound = S1, 91
ground.type = High
ground.slidetime = 10
guard.slidetime = 4
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 4
yaccel = .44 ;+ fVar(11)
ground.velocity = 0, -20
guard.velocity = -4
air.velocity = 0, -20
down.velocity = 0, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 50, 0
palfx.time = 100
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 2501, ランダム火柱]
type = Projectile
trigger1 = Time%8 = 1
projID = 2530
projanim = 2530
projhitanim = 2530
projremanim = 2530
projcancelanim = 2530
projscale = 1, 3
projremove = 0
projremovetime = 8
velocity = 0, 0
projhits = 1
projmisstime = 0
projpriority = 99
projsprpriority = 5
projedgebound = 80
projstagebound = 80
projheightbound = -240, 20
offset = (-200 + Random%400), 0
postype = p1
supermovetime = 0
pausemovetime = 0
ownpal = 1
;Hitdef*********************
attr = S, HP
hitflag = MAFD
guardflag = MA
animtype  = Hard
priority = 4,Hit
damage = 12,5
pausetime = 0, 7
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 5
guardsound = S1, 91
ground.type = High
ground.slidetime = 10
guard.slidetime = 4
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 4
yaccel = .44 ;+ fVar(11)
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
down.velocity = 0, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
kill = 1
getpower = 0, 0
givepower = 50, 0
palfx.time = 100
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 2501, ステート変更]
type = ChangeState
trigger1 = Time >= 240
value = 2502

[Statedef 2502]
type     = S
movetype = A
physics  = S
anim     = 2502
ctrl = 0
sprpriority = 2

[State 2502, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 14
value = SCA
time = 35

[State 2502]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
;flag3 = nomusic
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S0,20
channel = 0

[State 2502]
type = BGPalFx
trigger1 = 1
time = 1
add = -240,-240,-240
ignorehitpause = 1

[State 2500, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 5100

[StateDef 4500]
type = A
movetype = I
physics = U
velset = 0,0
ctrl = 0
poweradd = 0

[State 4500, LifeSet]
type = lifeset
trigger1 = 1
value = 1

[State 4500, NotHitBy]
type = nothitby
trigger1 = 1
value = SCA

[State 4500, ChangeState]
type = changestate
trigger1 = 1
value = 4501

[StateDef 4501]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 5030
poweradd = 0

[State 4501, HitvelSet]
type = hitvelset
trigger1 = time = 2
x = 1
y = 1

[State 4501, Pause]
type = Pause
trigger1 = 1
time = 2

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4501, ChangeAnim]
type = changeanim
trigger1 = anim != 5035
trigger1 = vel y >= 0
value = 5035

[State 4501, VelAdd]
type = veladd
trigger1 = Pos Y < 0
Y = .35

[State 4501, Turn]
type = turn
trigger1 = p2bodydist x < 0
trigger1 = time = 0

[State 4501, ChangeState]
type = changestate
triggerall = time >= 10
trigger1 = pos y >= 0
value = 4502

[StateDef 4502]
type = S
movetype= I
physics = S
velocity = 0,0
anim = 5110

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S0,30

[State 4502, PosSet]
type = posset
trigger1 = time = 0
Y = 0

[State 4502, velSet]
type = velset
trigger1 = time = 0
Y = 0
X = 0

[State 4502, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4502, ChangeState]
type = changestate
trigger1 = time >= 20
value = 4503

[StateDef 4503]
type = L
movetype = H
physics = S
velset = 0,0
ctrl = 0
poweradd = 0

[State 4503, PosSet]
type = posset
trigger1 = time = 0
y = 0

[State 4503, VarSet]
type = varset
trigger1 = time = 0
v = 7
value = 2

[State 4503, Helper]
Type = Helper
Trigger1 = Time = 0
Name = "Hyper"
Stateno = 10450
ID = 10450
Pos = 0,0
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4503, Helper]
Type = Helper
Trigger1 = Time = 0
Name = "Hyper"
Stateno = 10451
ID = 10451
Pos = 0,0
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4503, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 30
anim = -1
sound = S0,17
pos = 999,999
darken = 0
unhittable = 1

[State 4503, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000
ignorehitpause = 1

[State 4503, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 7000
id = 7000
postype = Left
pos = 0, 0
keyctrl = 0
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4500]
type = Helper
trigger1 = Time = 0
persistent = 0
id = 7050
name = "Face"
pos = 0,0
postype = P1
stateno = 7050
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 4503, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 150

[State 4503, StateTypeSet]
type = statetypeset
trigger1 = AnimElem = 6
statetype = S
movetype = A

[State 4503, PlaySnd]
type = PlaySnd
trigger1 = Time = 100
value = S0, 14

[State 4503, PlaySnd]
type = PlaySnd
trigger1 = Time = 100
value = S0, 28
Channel = 0

[State 4503, PlaySnd]
type = PlaySnd
trigger1 = Time = 100
value = S0, 15

[State 4503, LifeAdd]
type = LifeAdd
trigger1 = time >= 100
value = ceil(LifeMax*0.002)

[State 4503, Helper]
Type = Helper
Trigger1 = Time = [100,600]
Trigger1 = (Random <= 150)
StateNo = 4505
ID = 4505
Name = "Effect"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 4503, Helper]
type = Helper
trigger1 = Time = 100
ame = "Force"
pos = ceil(p2dist X-(const(size.ground.front)+enemy,const(size.ground.front)+1)*ifelse(p2dist X<0,-1,1)),ceil(-pos Y)
postype = p1
ID = 4506+(p2dist X<0)
stateno = 4506
facing = ifelse(p2dist X<0,-1,1)
helpertype = normal
keyctrl = 0
ownpal = 1
size.height = 1000
size.ground.back = const(size.ground.back)
size.ground.front = const(size.ground.front)

[State 4503, Helper]
type = Helper
trigger1 = Time = 103
id = 14000
name = "Health Bar"
stateno = 14000
ownpal = 1
postype = P1
pos = 0,0
ignorehitpause = 1

[State 4503, EnvShake]
type = EnvShake
trigger1 = Time = 100
time = 15
ampl = 8

[State 4503]
type = EnvShake
trigger1 = time = [119,600]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4503, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HP
hitflag = MAF
guardflag =
animtype  = Hard
priority = 4,Hit
damage = ceil(100 * fVar(14) * fVar(15)), 25
pausetime = 0, 8
sparkno = -1
guard.sparkno = S10580
sparkxy = 10, -15
hitsound = S1, 5
guardsound = S1, 91
ground.type = High
ground.slidetime = 10
guard.slidetime = 4
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 4
yaccel = .3 + fVar(11)
ground.velocity = -8, -3
guard.velocity = -4
air.velocity = -8, -3
down.velocity = -2, 0
sprpriority = 1
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0, 0
palfx.time = 60
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
kill = 0
guard.kill = 0

[State 4503, Helper]
type = Helper
triggerall = NumHelper(20100) = 0
trigger1 = MoveHit = 1
stateno = 20100
ID = 20100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
IgnoreHitPause = 1

[State 4503, Explod]
type = Explod
trigger1 = time = 100
anim = 4502
ID = 4502
scale = 2,2
postype = p1
pos = 0,-80
sprpriority = -1
ownpal = 1
removeongethit = 1
Removetime = -1
Bindtime = -1

[State 4503, Explod]
type = Explod
trigger1 = time = 100
anim = 4504
scale = 0.75,0.75
postype = p1
pos = 0,0
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 190, PlaySnd]
type = PlaySnd
trigger1 = time = 100
trigger2 = time = 160
trigger3 = time = 220
trigger4 = time = 280
trigger5 = time = 340
trigger6 = time = 400
trigger7 = time = 460
trigger8 = time = 530
trigger9 = time = 590
value = S0,29

[State 4503, ChangeAnim]
type = changeanim
trigger1 = time = 40
value = 4500

[State 4503, ChangeState]
type = ChangeState
trigger1 = anim = 4500
trigger1 = Time = 600
value = 4504

[StateDef 4504]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 4501
poweradd = 0

[State 4504, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 4502

[State 4504, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

