;===================================================================== 
; Definition of the Super Arts
;=====================================================================

;---------------------------------------------------------------------
; 悈捁偺晳乮LV.1乯
;------------------------
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000

[State 3000,AfterImage]
type = AfterImage
trigger1 = time = 0 && !var(47) && !var(36) && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 0

[State 3000,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || (Var(30) = 2 && !fvar(8)) || (Var(30) = [3,4]) || (Var(30) = 5 && !fvar(8))
value = -ifelse(Var(30)=2,1500,1000)

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(47)
fvar(37) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,=4
persistent = 0
id = 8000
name = "super"
pos = -35, -50
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999

[State 3000,Pause]
type = SuperPause
trigger1 = AnimElem = 1,=4
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 1,=4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 100
ignorehitpause = 1

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 100
ignorehitpause = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,16
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,17
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,18
channel = 0

[State 1200,helper]
type = helper
trigger1 = AnimElem=5
name = "Kacho Sen1"
id = IfElse(Numhelper(3051),3052,IfElse(Numhelper(3052),3053,3051))
pos = 58,-78
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200,helper]
type = helper
trigger1 = AnimElem=9
name = "Kacho Sen2"
id = IfElse(Numhelper(3054),3055,IfElse(Numhelper(3055),3056,3054))
pos = 58,-68
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200,helper]
type = helper
trigger1 = AnimElem=16
name = "Kacho Sen3"
id = IfElse(Numhelper(3057),3058,IfElse(Numhelper(3058),3059,3057))
pos = 58,-38
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, 0]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 悈捁偺晳乮LV.2乯
;------------------------
[Statedef 3010]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
poweradd = -2000

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 1

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 59

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,=4
persistent = 0
id = 8001
name = "super"
pos = -35, -50
postype = P1
stateno = 8000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 3001,Pause]
type = SuperPause
trigger1 = AnimElem = 1,=4
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 1,=4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 100
ignorehitpause = 1

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 100
ignorehitpause = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,16
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,17
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,18
channel = 0

[State 1200,helper]
type = helper
trigger1 = AnimElem=5
name = "Kacho Sen1"
id = IfElse(Numhelper(3061),3062,IfElse(Numhelper(3062),3063,3061))
pos = 58,-78
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200,helper]
type = helper
trigger1 = AnimElem=9
name = "Kacho Sen2"
id = IfElse(Numhelper(3064),3065,IfElse(Numhelper(3065),3066,3064))
pos = 58,-68
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200,helper]
type = helper
trigger1 = AnimElem=16
name = "Kacho Sen3"
id = IfElse(Numhelper(3067),3068,IfElse(Numhelper(3068),3069,3067))
pos = 58,-38
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, 0]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 悈捁偺晳乮LV.3乯
;------------------------
[Statedef 3020]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -ifelse(Var(30)=5,1000,3000)

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,=4
persistent = 0
id = 8002
name = "super"
pos = -35, -50
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 1,=4
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 1,=4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 100
ignorehitpause = 1

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 100
ignorehitpause = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,16
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,17
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,18
channel = 0

[State 1200,helper]
type = helper
trigger1 = AnimElem=5
name = "Kacho Sen1"
id = IfElse(Numhelper(3061),3072,IfElse(Numhelper(3072),3073,3071))
pos = 58,-78
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200,helper]
type = helper
trigger1 = AnimElem=9
name = "Kacho Sen2"
id = IfElse(Numhelper(3064),3075,IfElse(Numhelper(3065),3076,3074))
pos = 58,-68
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1200,helper]
type = helper
trigger1 = AnimElem=16
name = "Kacho Sen3"
id = IfElse(Numhelper(3077),3078,IfElse(Numhelper(3078),3079,3077))
pos = 58,-38
postype = p1
stateno = 3050
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1000, 0]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 100,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 悈捁偺晳乮旘傃摴嬶乯
[Statedef 3050]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1050
velset = 5,0
SprPriority = 3

[State 1200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 2, 0

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1050, VarSet]
type = VarSet
trigger1 = 1
var(34) = parent,var(34)
ignorehitpause = 1

[State 1050, VarSet]
type = VarSet
trigger1 = 1
var(46) = parent,var(46)
ignorehitpause = 1

[State 1050, VarSet]
type = VarSet
trigger1 = 1
var(47) = parent,var(47)
ignorehitpause = 1

[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3051)||Ishelper(3052)||Ishelper(3053)
var(2) = IfElse(Ishelper(3053),3053,IfElse(Ishelper(3052),3052,3051))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3054)||Ishelper(3055)||Ishelper(3056)
var(2) = IfElse(Ishelper(3056),3056,IfElse(Ishelper(3055),3055,3054))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3057)||Ishelper(3058)||Ishelper(3059)
var(2) = IfElse(Ishelper(3059),3059,IfElse(Ishelper(3058),3058,3057))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3061)||Ishelper(3062)||Ishelper(3063)
var(2) = IfElse(Ishelper(3063),3063,IfElse(Ishelper(3062),3062,3061))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3064)||Ishelper(3065)||Ishelper(3066)
var(2) = IfElse(Ishelper(3066),3066,IfElse(Ishelper(3065),3055,3064))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3067)||Ishelper(3068)||Ishelper(3069)
var(2) = IfElse(Ishelper(3069),3069,IfElse(Ishelper(3068),3068,3067))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3071)||Ishelper(3072)||Ishelper(3073)
var(2) = IfElse(Ishelper(3073),3073,IfElse(Ishelper(3072),3072,3071))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3074)||Ishelper(3075)||Ishelper(3076)
var(2) = IfElse(Ishelper(3076),3076,IfElse(Ishelper(3075),3075,3074))
[State 1050, VarSet]
type = VarSet
trigger1 = Ishelper(3077)||Ishelper(3078)||Ishelper(3079)
var(2) = IfElse(Ishelper(3079),3079,IfElse(Ishelper(3078),3078,3077))

[State 1050, VarSet]
type = VarSet
trigger1 = 1
var(0) = floor(IfElse((var(2)=[3071,3079]),118,IfElse((var(2)=[3061,3069]),66,44))*root,fvar(10))
ignorehitpause = 1

[State 1050, VarSet]
type = VarSet
trigger1 = root,projhittime(var(1)) = 1
var(1) = 4
persistent = 0

[State 193, 1]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = [3060,3079]
anim = 3050
id = 3050
scale = 0.5,0.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeTime = -1

[State 1050,Projectile]
type = Projectile
triggerall = Root,var(25) > 0
triggerall = time = 1
trigger1 = (var(2)=[3050,3056])||(var(2)=[3060,3066])||(var(2)=[3070,3076])
attr = A, HP
projid = var(2)
projanim = 1055
projhitanim = -1
Projremanim = -1
Projcancelanim = -1
velocity = 5,0
projshadow = -1,-1,-1
damage    = ceil(ifelse(var(0)<7,7,var(0))),ceil(ifelse((var(0)/8)<7,7,(var(0)/8)))
animtype = Hard
air.animtype = UP
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MA
hitsound = S5,ifelse((var(2)=[3060,3079]),11,10)
guardsound = S6,0
pausetime = 4,Ceil(9*IfElse(var(47),.5,1))
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4.5,-7
yaccel = .5
air.fall = 1
fall.recover =0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = ifelse((var(2)=[3060,3079]),44,15*var(34))
palfx.add = ifelse((var(2)=[3060,3079]),159,255),ifelse((var(2)=[3060,3079]),8,255),ifelse((var(2)=[3060,3079]),15,255)
palfx.mul = ifelse((var(2)=[3060,3079]),100,130),ifelse((var(2)=[3060,3079]),20,130),ifelse((var(2)=[3060,3079]),25,130)
palfx.color = ifelse((var(2)=[3060,3079]),100,255)
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1050,Projectile]
type = Projectile
triggerall = Root,var(25) = 0
triggerall = time = 1
trigger1 = (var(2)=[3050,3056])||(var(2)=[3060,3066])||(var(2)=[3070,3076])
attr = A, HP
projid = var(2)
projanim = 1055
projhitanim = -1
Projremanim = -1
Projcancelanim = -1
velocity = ceil(vel X),ceil(vel Y)
projshadow = -1,-1,-1
damage    = ceil(ifelse(var(0)<7,7,var(0))),ceil(ifelse((var(0)/8)<7,7,(var(0)/8)))
animtype = Hard
air.animtype = UP
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,ifelse((var(2)=[3060,3079]),11,10)
guardsound = S6,0
pausetime = 4,Ceil(9*IfElse(var(47),.5,1))
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4.5,-7
yaccel = .5
air.fall = 1
fall.recover =0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = ifelse((var(2)=[3060,3079]),44,15*var(34))
palfx.add = ifelse((var(2)=[3060,3079]),159,255),ifelse((var(2)=[3060,3079]),8,255),ifelse((var(2)=[3060,3079]),15,255)
palfx.mul = ifelse((var(2)=[3060,3079]),100,130),ifelse((var(2)=[3060,3079]),20,130),ifelse((var(2)=[3060,3079]),25,130)
palfx.color = ifelse((var(2)=[3060,3079]),100,255)
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1050,Projectile]
type = Projectile
triggerall = Root,var(25) > 0
triggerall = time = 1
trigger1 = (var(2)=[3057,3059])||(var(2)=[3067,3069])||(var(2)=[3077,3079])
attr = A, HP
projid = var(2)
projanim = 1055
projhitanim = -1
Projremanim = -1
Projcancelanim = -1
velocity = ceil(vel X),ceil(vel Y)
projshadow = -1,-1,-1
damage    = ceil(ifelse(var(0)<7,7,var(0))),ceil(ifelse((var(0)/8)<7,7,(var(0)/8)))
animtype = UP
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MA
hitsound = S5,ifelse((var(2)=[3060,3079]),11,10)
guardsound = S6,0
pausetime = 4,Ceil(9*IfElse(var(47),.5,1))
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = ifelse((var(2)=[3060,3079]),44,15*var(34))
palfx.add = ifelse((var(2)=[3060,3079]),159,255),ifelse((var(2)=[3060,3079]),8,255),ifelse((var(2)=[3060,3079]),15,255)
palfx.mul = ifelse((var(2)=[3060,3079]),100,130),ifelse((var(2)=[3060,3079]),20,130),ifelse((var(2)=[3060,3079]),25,130)
palfx.color = ifelse((var(2)=[3060,3079]),100,255)
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1050,Projectile]
type = Projectile
triggerall = Root,var(25) = 0
triggerall = time = 1
trigger1 = (var(2)=[3057,3059])||(var(2)=[3067,3069])||(var(2)=[3077,3079])
attr = A, HP
projid = var(2)
projanim = 1055
projhitanim = -1
Projremanim = -1
Projcancelanim = -1
velocity = ceil(vel X),ceil(vel Y)
projshadow = -1,-1,-1
damage    = ceil(ifelse(var(0)<7,7,var(0))),ceil(ifelse((var(0)/8)<7,7,(var(0)/8)))
animtype = UP
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,ifelse((var(2)=[3060,3079]),11,10)
guardsound = S6,0
pausetime = 4,Ceil(9*IfElse(var(47),.5,1))
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,10
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = ifelse((var(2)=[3060,3079]),44,15*var(34))
palfx.add = ifelse((var(2)=[3060,3079]),159,255),ifelse((var(2)=[3060,3079]),8,255),ifelse((var(2)=[3060,3079]),15,255)
palfx.mul = ifelse((var(2)=[3060,3079]),100,130),ifelse((var(2)=[3060,3079]),20,130),ifelse((var(2)=[3060,3079]),25,130)
palfx.color = ifelse((var(2)=[3060,3079]),100,255)
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1050, COUNTER HIT EFFECT]
type = helper
triggerall = var(46)
trigger1 = root,projhittime(var(2)) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.5
size.yscale = 0.5

[State -2,峌寕庬椶敾暿]
type = ParentVarSet
trigger1 = root,projhittime(var(2)) = 1
fvar(11) = 2
ignorehitpause = 1

[State 1050, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 1050, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(var(2)) = 1
ignorehitpause = 1
var(1) = 1

[State 1050, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1050, PosFreeze]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)
id = 3050

[State 1050, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 1050, ChangeState]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(var(2))
value = 3060

;------------------------徚柵
[Statedef 3060]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1060

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3050

[State 1060, COUNTER HIT EFFECT]
type = helper
triggerall = !NumHelper(8130)
triggerall = var(46)
trigger1 = root,projhittime(var(2)) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.5
size.yscale = 0.5

[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1050, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;-------------------------------------------------------------------------------
; 挻昁嶦擡朓乮LV.1乯
;------------------------奐巒摦嶌
[Statedef 3100]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3100

[State 3000,AfterImage]
type = AfterImage
trigger1 = time = 0 && !var(47) && !var(36) && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 0

[State 3000,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || (Var(30) = 2 && !fvar(8)) || (Var(30) = [3,4]) || (Var(30) = 5 && !fvar(8))
value = -ifelse(Var(30)=2,1500,1000)

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(47)
fvar(37) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,=4
persistent = 0
id = 8000
name = "super"
pos = 15, -45
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=4
value = 0,19
channel = 0

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 1,=4
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 1,=4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 5.25

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,20
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,3

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3,1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = 1
var(12) = ceil(ifelse((AnimElem=4),36,22)*fvar(10))
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
trigger1 = var(25) < 4
trigger1 = AnimElem = 4
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MA
pausetime = 11,11
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -2.5,-9
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 7,<0

[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 5,>=0
var(21) = -55

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 6.7
y = -4.5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,2

[State 193, 1]
type = Explod
trigger1 = AnimElem = 8
anim = 3150
id = 3150
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1000,HitDef]
type = HitDef
trigger1 = var(25) < 4
trigger1 = AnimElem = 5,>=0
trigger1 = Time %6 = 0
attr = A, HA
animtype = Hard
air.animtype = UP
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
pausetime = 2,2
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5,11
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -2.5,-9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 44
palfx.add = 159,8,15
palfx.mul = 100, 20, 25
palfx.color = 100
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 8,>0
y = .35

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 8,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3105

;-------------------------------------------------------------------------------
; 挻昁嶦擡朓乮Lv.2乯
;------------------------奐巒摦嶌
[Statedef 3110]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3100
poweradd = -2000

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)=[-2,-1]
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 1

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,=4
persistent = 0
id = 8001
name = "super"
pos = 15, -45
postype = P1
stateno = 8000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=4
value = 0,19
channel = 0

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 1,=4
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 1,=4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 5.25

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,20
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,3

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3,1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = 1
var(12) = ceil(ifelse((AnimElem=4),36,29)*fvar(10))
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
trigger1 = var(25) < 4
trigger1 = AnimElem = 4
attr = S, HA
animtype = Hard
air.animtype = UP
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MA
pausetime = 11,11
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
sparkxy = -10,-35
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -2.5,-9
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 7,<0

[State -2,VarSet]
type = VarSet
trigger1 = AnimElem = 5,>=0
var(21) = -55

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 6.7
y = -4.5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,2

[State 193, 1]
type = Explod
trigger1 = AnimElem = 8
anim = 3150
id = 3150
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1000,HitDef]
type = HitDef
triggerall = var(25) < 4
trigger1 = AnimElem = 5,>=0
trigger1 = Time %4 = 0
attr = A, HA
animtype = Hard
air.animtype = UP
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
pausetime = 2,2
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5,11
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -2.5,-9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 44
palfx.add = 159,8,15
palfx.mul = 100, 20, 25
palfx.color = 100
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 8,>0
y = .34

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 8,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3105

;-------------------------------------------------------------------------------
; 挻昁嶦擡朓乮Lv.3乯
;------------------------
[Statedef 3120]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3120

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)=[-2,-1]
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -ifelse(Var(30)=5,1000,3000)

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 66

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=4
value = 0,21
channel = 0

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 1,=4
persistent = 0
id = 8002
name = "super"
pos = 0, -60
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 1,=4
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 1,=4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,2

[State 193, 1]
type = Explod
trigger1 = AnimElem = 12
anim = 3160
id = 3160
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
removeTime = -1
supermovetime = 99999
pausemovetime = 99999

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 11
y = -5

[State 3002,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 3002,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = 1
var(12) = ceil(36*fvar(10))
ignorehitpause = 1

[State 1000,HitDef]
type = HitDef
triggerall = var(25) < 4
trigger1 = AnimElem = 5,>=0
trigger1 = Time %3 = 0
attr = A, HA
animtype = Hard
air.animtype = UP
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
getpower = 0,0
givepower = 35, 35
guardflag = M
pausetime = 2,2
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5,11
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10
air.velocity = -2.5,-9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 44
palfx.add = 159,8,15
palfx.mul = 100, 20, 25
palfx.color = 100
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 12,> 0
y = .35

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 12, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3105

;------------------------ 拝抧(Lv.1 or Lv.2 or Lv.3)
[Statedef 3105]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3105
velset = 0, 0

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = 8310
id = 8310
pos =0,0
scale = .5,.5
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
Supermovetime = -1

[State 1005, Explod]
type = Explod
trigger1 = Time = 0
anim = 8030
id = 8030
pos = 0,0
scale = .8,.8
postype = P1
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
Supermovetime = -1

[State 3002,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 3002,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = 1
var(12) = ceil(36*fvar(10))
ignorehitpause = 1

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 4
trigger1 = AnimElem = 2
attr = S, HA
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
animtype = back
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,11
guardsound = S6,0
pausetime = 11,11
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-9
air.velocity = -2.5,-9
guard.velocity = -10
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0
palfx.time = 44
palfx.add = 159,8,15
palfx.mul = 100, 20, 25
palfx.color = 100
id = 3100
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 193, 1]
type = Explod
triggerall = Time = 0
trigger1 = NumExplod(3150)
anim = 3151
id = 3151
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 193, 1]
type = Explod
triggerall = Time = 0
trigger1 = NumExplod(3160)
anim = 3161
id = 3161
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 1000, 0]
type = RemoveExplod
trigger1 = 1
id = 3150

[State 1000, 0]
type = RemoveExplod
trigger1 = 1
id = 3160

[State 1205, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 1000, 0]
type = AfterImageTime
trigger1 = AnimElem = 4
time = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1205, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; 晄抦壩棳墱媊丂峠庨悵乮LV.1乯
;------------------------奐巒摦嶌
[Statedef 3200]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3200

[State 3000,AfterImage]
type = AfterImage
trigger1 = time = 0 && !var(47) && !var(36) && var(22)=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 0

[State 3000,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || (Var(30) = 2 && !fvar(8)) || (Var(30) = [3,4]) || (Var(30) = 5 && !fvar(8))
value = -ifelse(Var(30)=2,1500,1000)

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(47)
fvar(37) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8000
name = "super"
pos = -20, -25
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 193, 1]
type = Explod
trigger1 = AnimElem = 7
anim = 3250
id = 3250
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
removeTime = -1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A
physics = N

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 0,21
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,2

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 7
y = 4

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = 1
var(12) = ceil(51*fvar(10))
ignorehitpause = 1

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 2
trigger1 = Time %2 = 0
attr = A, HA
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
animtype = Back
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,11
guardsound = S6,0
pausetime = 7,7
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
palfx.time = 44
palfx.add = 159,8,15
palfx.mul = 100, 20, 25
palfx.color = 100
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1203,ChangeState]
type = ChangeState
trigger1 = AnimElem = 7,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3205

;---------------------------------------------------------------------
; 晄抦壩棳墱媊丂峠庨悵乮LV.2乯
;------------------------奐巒摦嶌
[Statedef 3210]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3200
poweradd = -2000

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)=[-2,-1]
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 1

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8001
name = "super"
pos = -20, -25
postype = P1
stateno = 8000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 193, 1]
type = Explod
trigger1 = AnimElem = 7
anim = 3250
id = 3250
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
removeTime = -1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A
physics = N

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 0,21
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,2

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 7
y = 4

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = 1
var(12) = ceil(66*fvar(10))
ignorehitpause = 1

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 3
trigger1 = Time %2 = 0
attr = A, HA
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
animtype = Back
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,11
guardsound = S6,0
pausetime = 7,7
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
palfx.time = 44
palfx.add = 159,8,15
palfx.mul = 100, 20, 25
palfx.color = 100
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1203,ChangeState]
type = ChangeState
trigger1 = AnimElem = 7,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3205

;---------------------------------------------------------------------
; 晄抦壩棳墱媊丂峠庨悵乮LV.3乯
;------------------------奐巒摦嶌
[Statedef 3220]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3200

[State 3100, AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)=[-2,-1]
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=[-2,-1]
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -ifelse(Var(30)=5,1000,3000)

[State 4100,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 4100,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 67

[State 3000, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8002
name = "super"
pos = -20, -25
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
scale = const(size.xscale),const(size.yscale)

[State 3000, Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H乭" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H乭" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 193, 1]
type = Explod
trigger1 = AnimElem = 7
anim = 3250
id = 3250
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
removeTime = -1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A
physics = N

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 0,21
channel = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,2

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 7
y = 4

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -15
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = 1
var(12) = ceil(74*fvar(10))
ignorehitpause = 1

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 4
trigger1 = Time %2 = 0
attr = A, HA
damage    = ceil(ifelse(var(12)<7,7,var(12))),ceil(ifelse((var(12)/8)<7,7,(var(12)/8)))
animtype = Back
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,11
guardsound = S6,0
pausetime = 7,7
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4.5,-7
guard.velocity = -10
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
palfx.time = 44
palfx.add = 159,8,15
palfx.mul = 100, 20, 25
palfx.color = 100
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1203,ChangeState]
type = ChangeState
trigger1 = AnimElem = 7,> 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3205

;------------------------拝抧
[Statedef 3205]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3205
velset = 0, 0

[State 1000, 0]
type = RemoveExplod
trigger1 = 1
id = 3250

[State 193, 1]
type = Explod
trigger1 = Time = 0
anim = 3251
id = 3251
pos = 0,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 1000, 0]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1205, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1205, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

 
