
[Data]
Life = 1000
Attack = 100
Defence = 100
Fall.Defence_up = 0
Liedown.Time = 1
AirJuggle = 1
SparkNo = -1
Guard.SparkNo = -1
KO.Echo = 0
Volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xScale = 1.4285714285714285714285714285714
yScale = 1.4285714285714285714285714285714
Ground.back = 24
Ground.Front = 24
Air.back = 24
Air.Front = 24
Height = 72
Attack.Dist = 96
Proj.Attack.Dist = 0
Proj.DoScale = 1
Head.Pos = 0, -18
Mid.Pos = 0, 0
ShadowOffset = 0
Draw.Offset = 0,0

[Velocity]
Walk.fwd = 0
Walk.back = 0
Run.fwd = 0, 0
Run.back = 0,0
Jump.Neu = 0,0
Jump.fwd = 0
Jump.back = 0
RunJump.fwd = 0,0
RunJump.back = 0,0
AirJump.Neu = 0,0
AirJump.fwd = 0
AirJump.back = 0

[Movement]
AirJump.Num = 0
AirJump.Height = 0
yAccel = 0
Stand.Friction = 0
Crouch.Friction = 0

;===========================================================================
[Statedef 300,攻撃]
Type = S
MoveType = A
Physics = N
SprPriority = 6

[State 300]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
IgnoreHitPause = 1

[State 300]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = ScreenPos x

[State 300]
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = ScreenPos y

[State 300]
Type = Explod
Trigger1 = PrevStateNo != [502,503]
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(Var(3)+6*Const(Size.xScale)),Ceil(Var(4)-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1
IgnoreHitPause = 1

[State 300]
Type = Explod
Trigger1 = PrevStateNo != [502,503]
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(Var(3)-6*Const(Size.xScale)),Ceil(Var(4)-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1
IgnoreHitPause = 1

[State 300]
Type = Explod
Trigger1 = PrevStateNo != [502,503]
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(Var(3)-18*Const(Size.xScale)),Ceil(Var(4)-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1
IgnoreHitPause = 1

[State 300]
Type = HitOverride
Trigger1 = 1
Attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1
IgnoreHitPause = 1

[State 300]
Type = HitDef
Trigger1 = PrevStateNo != [502,503]
Trigger1 = Time >= 12
Trigger1 = !MoveContact
Attr = , NA
HitFlag = MAFD
GuardFlag = MA
Damage = Var(1)
HitSound = s2,0+(PrevStateNo=500)+2*(PrevStateNo=501)+3*(PrevStateNo=[600,604])+4*(PrevStateNo=[700,701])
GuardSound = s2, 5
PauseTime = 12,12
Guard.PauseTime = 6,12
Ground.SlideTime = 12
Ground.HitTime = 12
Ground.Velocity = 0,0
Air.Velocity = 0,0
Air.Fall = 1
Fall.Recover = 0
HitOnce = 1

[State 300]
Type = HitDef
Trigger1 = PrevStateNo = [502,503]
Trigger1 = Time >= 12
Trigger1 = !MoveContact
Attr = , NA
HitFlag = MAFD
GuardFlag = MA
GuardSound = s2, 5
PauseTime = 12,2147483648
Guard.PauseTime = 6,12
Ground.SlideTime = 2147483648
Ground.HitTime = 2147483648
Ground.Velocity = 0,0
Air.Velocity = 0,0
Air.Fall = 1
Fall.Recover = 0
HitOnce = 1
P1StateNo = 304
P2StateNo = 304

[State 300]
Type = VelSet
Trigger1 = Time > 0
Trigger1 = !MoveContact
Trigger1 = P2Dist x < 0
x = 10*Cos(Atan((P2Dist y-40)/P2Dist x)+Pi)
y = 10*Sin(Atan((P2Dist y-40)/P2Dist x)+Pi)

[State 300]
Type = VelSet
Trigger1 = Time > 0
Trigger1 = !MoveContact
Trigger1 = P2Dist x > 0
x = 10*Cos(Atan((P2Dist y-40)/P2Dist x))
y = 10*Sin(Atan((P2Dist y-40)/P2Dist x))

[State 300]
Type = VelSet
Trigger1 = Time > 0
Trigger1 = !MoveContact
Trigger1 = P2Dist x = 0
y = 10-20*(P2Dist y<40)

[State 300]
Type = VelSet
Trigger1 = Time > 0
Trigger1 = !MoveContact
Trigger1 = P2Dist y = 40
x = 10-20*(P2Dist x<0)

[State 300]
Type = VelSet
Trigger1 = !MoveContact
Trigger1 = P2Dist x = [-5,5]
x = 0

[State 300]
Type = VelSet
Trigger1 = !MoveContact
Trigger1 = P2Dist y = [35,45]
y = 0

[State 300]
Type = ChangeState
Trigger1 = MoveGuarded
Value = 301

[State 300]
Type = ChangeState
Trigger1 = PrevStateNo = [502,503]
Trigger1 = Time >= 60
Value = 304

[State 300]
Type = DestroySelf
Trigger1 = MoveHit
Trigger1 = !HitPauseTime
Trigger2 = MoveReversed
IgnoreHitPause = 1

;---------------------------------------------------------------------------
[Statedef 301,ガードされた]
Type = S
Physics = N
SprPriority = 6

[State 301]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
IgnoreHitPause = 1

[State 301]
Type = VelSet
Trigger1 = 1
x = 0
y = -12

[State 301]
Type = DestroySelf
Trigger1 = ScreenPos y < -Ceil(36*Const(Size.yScale))

;---------------------------------------------------------------------------
[Statedef 302,CRITICAL]
Type = S
Physics = N
SprPriority = 6

[State 302]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
IgnoreHitPause = 1

[State 302]
Type = Explod
Trigger1 = 1
ID = 20
Anim = 20+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 302]
Type = Explod
Trigger1 = 1
ID = 21
Anim = 20+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 302]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 22
Anim = 20+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 302]
Type = Explod
Trigger1 = 1
ID = 30
Anim = 30
PosType = Left
Pos = 160,120
Scale = Const(Size.xScale),Const(Size.yScale)
SprPriority = 7

[State 302]
Type = PlaySnd
Trigger1 = Time = 0
Value = s1,2
Channel = 2

[State 302]
Type = VarAdd
TriggerAll = PrevStateNo = [700,701]
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
V = 1
Value = Var(2)

[State 302]
Type = BindToParent
Trigger1 = PrevStateNo = [400,404]
Trigger2 = PrevStateNo = 701
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 302]
Type = BindToParent
Trigger1 = PrevStateNo = [500,501]
Pos = -Ceil(8*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 302]
Type = BindToParent
Trigger1 = PrevStateNo = [600,604]
Trigger2 = PrevStateNo = 700
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 302]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = PrevStateNo

;---------------------------------------------------------------------------
[Statedef 303,LINK]
Type = S
Physics = N
Anim = 70
SprPriority = 6

[State 303]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
IgnoreHitPause = 1

[State 303]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = ScreenPos x

[State 303]
Type = VarSet
Trigger1 = Time = 0
V = 4
Value = ScreenPos y

[State 303]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(Var(3)+6*Const(Size.xScale)),Ceil(Var(4)-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 303]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(Var(3)-6*Const(Size.xScale)),Ceil(Var(4)-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 303]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(Var(3)-18*Const(Size.xScale)),Ceil(Var(4)-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 303]
Type = Explod
Trigger1 = 1
ID = 31
Anim = 31
PosType = Left
Pos = 160,120
Scale = Const(Size.xScale),Const(Size.yScale)
SprPriority = 7

[State 303]
Type = PlaySnd
Trigger1 = Time = 0
Value = s1,2
Channel = 2

[State 303]
Type = BindToParent
Trigger1 = PrevStateNo = [400,404]
Pos = -Ceil((56-8*IfElse(Time>12,12,Time))*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 303]
Type = BindToParent
Trigger1 = PrevStateNo = [600,604]
Pos = Ceil((40-8*IfElse(Time>12,12,Time))*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 303]
Type = ChangeState
Trigger1 = Time = 15
Value = 700+(PrevStateNo=[600,604])

;---------------------------------------------------------------------------
[Statedef 304,マヒ]
Type = U
MoveType = H
Physics = N
VelSet = 0,0

[State 304]
Type = PlaySnd
Trigger1 = IsHelper
Trigger1 = Parent,Name = "MinotaurGod"
Trigger1 = Time = 0
Trigger1 = !NumTarget
Value = s1,1
IgnoreHitPause = 1
Persistent = 0

[State 304]
Type = PlaySnd
Trigger1 = IsHelper
Trigger1 = Parent,Name = "MinotaurGod"
Trigger1 = NumTarget
Value = s2,1+(Anim=51)
IgnoreHitPause = 1
Persistent = 0

[State 304]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = (Parent,Name="MinotaurGod") = 0
Trigger2 = Time = 0
Trigger2 = !NumTarget
Trigger3 = Time >= 14
Trigger3 = NumTarget
Trigger3 = Target,Alive
Trigger4 = Time >= 34
IgnoreHitPause = 1

[State 304]
Type = ChangeAnim
Trigger1 = !IsHelper
Value = 5000

[State 304]
Type = StateTypeSet
Trigger1 = IsHelper
MoveType = A
IgnoreHitPause = 1

[State 304]
Type = AssertSpecial
Trigger1 = IsHelper
Flag = NoShadow
IgnoreHitPause = 1

[State 304]
Type = VarSet
Trigger1 = IsHelper
Trigger1 = Parent,Name = "MinotaurGod"
Trigger1 = Time = 0
Trigger1 = NumTarget
V = 2
Value = Target,Life
IgnoreHitPause = 1

[State 304]
Type = TargetLifeAdd
Trigger1 = IsHelper
Trigger1 = Time = 12
Trigger1 = NumTarget
Value = -2147483648
Absolute = 1
IgnoreHitPause = 1

[State 304]
Type = TargetLifeAdd
Trigger1 = IsHelper
Trigger1 = Time = 13
Trigger1 = NumTarget
Value = Var(2)
Absolute = 1
IgnoreHitPause = 1

[State 304]
Type = ChangeAnim
Trigger1 = IsHelper
Trigger1 = Time = 13
Trigger1 = NumTarget
Value = 32
IgnoreHitPause = 1

[State 304]
Type = BindToTarget
Trigger1 = IsHelper
Trigger1 = Time >= 13
Trigger1 = NumTarget
Pos = Target,Const(Size.Mid.Pos.x),Target,Const(Size.Mid.Pos.y)
IgnoreHitPause = 1

[State 304]
Type = TargetState
Trigger1 = IsHelper
Trigger1 = Time >= 13
Trigger1 = NumTarget
Trigger1 = Target,Alive = 0
Value = 5150

;---------------------------------------------------------------------------
[Statedef 305,DISPLAY ATTACK NAME]
Type = S
Physics = N
SprPriority = 6

[State 305]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
IgnoreHitPause = 1

[State 305]
Type = Explod
Trigger1 = 1
ID = 9
Anim = Anim+5
PosType = Left
Pos = Ceil(ScreenPos x),Ceil(ScreenPos y)
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 305]
Type = BindToParent
Trigger1 = PrevStateNo = [400,404]
Trigger2 = PrevStateNo = 701
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 305]
Type = BindToParent
Trigger1 = PrevStateNo = [500,501]
Pos = -Ceil(8*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 305]
Type = BindToParent
Trigger1 = PrevStateNo = [600,604]
Trigger2 = PrevStateNo = 700
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 305]
Type = ChangeState
Trigger1 = Time = 11
Value = PrevStateNo

;---------------------------------------------------------------------------
[Statedef 400,逆風の太刀]
Type = S
Physics = N
Anim = 40
Ctrl = 0
SprPriority = 6

[State 400]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 400]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 400]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 400]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,33,IfElse(Var(1)>207,240,Var(1)+33))

[State 400]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 400]
Type = VarSet
Trigger1 = 1
V = 2
Value = 33+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 400]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 400]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 400]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 400]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 400]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 401,ムーンブリッジ]
Type = S
Physics = N
Anim = 41
Ctrl = 0
SprPriority = 6

[State 401]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 401]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 401]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 401]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,37,IfElse(Var(1)>203,240,Var(1)+37))

[State 401]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 401]
Type = VarSet
Trigger1 = 1
V = 2
Value = 37+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 401]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 401]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 401]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 401]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 401]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 402,くぐつ剣]
Type = S
Physics = N
Anim = 42
Ctrl = 0
SprPriority = 6

[State 402]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 402]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 402]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 402]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,41,IfElse(Var(1)>196,237,Var(1)+41))

[State 402]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 402]
Type = VarSet
Trigger1 = 1
V = 2
Value = 41+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 402]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 402]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 402]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 402]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 402]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 403,天馬疾走]
Type = S
Physics = N
Anim = 43
Ctrl = 0
SprPriority = 6

[State 403]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 403]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 403]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 403]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,45,IfElse(Var(1)>192,237,Var(1)+45))

[State 403]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 403]
Type = VarSet
Trigger1 = 1
V = 2
Value = 45+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 403]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 403]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 403]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 403]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 403]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 404,七星乱舞]
Type = S
Physics = N
Anim = 44
Ctrl = 0
SprPriority = 6

[State 404]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 404]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 404]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 404]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,49,IfElse(Var(1)>188,237,Var(1)+49))

[State 404]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 404]
Type = VarSet
Trigger1 = 1
V = 2
Value = 49+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 404]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 404]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 404]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 404]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 404]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 500,つめ]
Type = S
Physics = N
Anim = 50
Ctrl = 0
SprPriority = 6

[State 500]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 500]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 500]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(8*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 500]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,31,IfElse(Var(1)>212,243,Var(1)+31))

[State 500]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%13

[State 500]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 500]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 500]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 500]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 500]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])

;---------------------------------------------------------------------------
[Statedef 501,キバ]
Type = S
Physics = N
Anim = 51
Ctrl = 0
SprPriority = 6

[State 501]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 501]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 501]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(8*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 501]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,33,IfElse(Var(1)>207,240,Var(1)+33))

[State 501]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 501]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 501]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 501]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 501]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 501]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])

;---------------------------------------------------------------------------
[Statedef 502,つめ]
Type = S
Physics = N
Anim = 50
Ctrl = 0
SprPriority = 6

[State 502]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 502]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 502]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(8*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 502]
Type = PlaySnd
Trigger1 = Time = 0
Value = s1,0
Channel = 2

[State 502]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300

;---------------------------------------------------------------------------
[Statedef 503,キバ]
Type = S
Physics = N
Anim = 51
Ctrl = 0
SprPriority = 6

[State 503]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 503]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 503]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(8*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 503]
Type = PlaySnd
Trigger1 = Time = 0
Value = s1,0
Channel = 2

[State 503]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300

;---------------------------------------------------------------------------
[Statedef 600,狼牙十文字]
Type = S
Physics = N
Anim = 60
Ctrl = 0
SprPriority = 6

[State 600]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 600]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 600]
Type = BindToParent
Trigger1 = 1
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 600]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,33,IfElse(Var(1)>207,240,Var(1)+33))

[State 600]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 600]
Type = VarSet
Trigger1 = 1
V = 2
Value = 33+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 600]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 600]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 600]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 600]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 600]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 601,車輪斬]
Type = S
Physics = N
Anim = 61
Ctrl = 0
SprPriority = 6

[State 601]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 601]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 601]
Type = BindToParent
Trigger1 = 1
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 601]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,37,IfElse(Var(1)>203,240,Var(1)+37))

[State 601]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 601]
Type = VarSet
Trigger1 = 1
V = 2
Value = 37+IfElse(Time%2,(Time+1)/2,Time/2)%16

[State 601]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 601]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 601]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 601]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 601]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 602,闘気斬]
Type = S
Physics = N
Anim = 62
Ctrl = 0
SprPriority = 6

[State 602]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 602]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 602]
Type = BindToParent
Trigger1 = 1
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 602]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,41,IfElse(Var(1)>196,237,Var(1)+41))

[State 602]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 602]
Type = VarSet
Trigger1 = 1
V = 2
Value = 41+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 602]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 602]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 602]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 602]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 602]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 603,ドラゴンブレイク]
Type = S
Physics = N
Anim = 63
Ctrl = 0
SprPriority = 6

[State 603]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 603]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 603]
Type = BindToParent
Trigger1 = 1
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 603]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,45,IfElse(Var(1)>192,237,Var(1)+45))

[State 603]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 603]
Type = VarSet
Trigger1 = 1
V = 2
Value = 45+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 603]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 603]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 603]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 603]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 603]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 604,聖斧乱舞]
Type = S
Physics = N
Anim = 64
Ctrl = 0
SprPriority = 6

[State 604]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 604]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 604]
Type = BindToParent
Trigger1 = 1
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 604]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(0)=0,49,IfElse(Var(1)>188,237,Var(1)+49))

[State 604]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 604]
Type = VarSet
Trigger1 = 1
V = 2
Value = 49+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 604]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 604]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 604]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 604]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 604]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])+3*(Parent,PalNo=2)*(Parent,Var(0)=[51,65])

;---------------------------------------------------------------------------
[Statedef 700,疾風斬撃]
Type = S
Physics = N
SprPriority = 7

[State 700]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 700]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 700]
Type = BindToParent
Trigger1 = 1
Pos = Ceil(40*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 700]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(1)>188,237,Var(1)+49)

[State 700]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 700]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 700]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 700]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 700]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 700]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])

;---------------------------------------------------------------------------
[Statedef 701,疾風斬撃]
Type = S
Physics = N
SprPriority = 7

[State 701]
Type = ChangeState
Trigger1 = PrevStateNo != 302
Trigger1 = PrevStateNo != 305
Value = 305

[State 701]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 701]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil(56*Const(Size.xScale)),Ceil(8*Const(Size.yScale))

[State 701]
Type = VarSet
Trigger1 = Time = 0
V = 0
Value = IfElse(Var(1)>188,237,Var(1)+49)

[State 701]
Type = VarSet
Trigger1 = 1
V = 1
Value = Var(0)+IfElse(Time%2,(Time+1)/2,Time/2)%19

[State 701]
Type = PlaySnd
Trigger1 = Time%5 = 0
Value = s1,0
Channel = 2

[State 701]
Type = Explod
Trigger1 = 1
ID = 10
Anim = 10+Var(1)%10
PosType = Left
Pos = Ceil(ScreenPos x+6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 701]
Type = Explod
Trigger1 = 1
ID = 11
Anim = 10+(Var(1)%100-Var(1)%10)/10
PosType = Left
Pos = Ceil(ScreenPos x-6*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 701]
Type = Explod
Trigger1 = Var(1) >= 100
ID = 12
Anim = 10+(Var(1)%1000-Var(1)%100)/100
PosType = Left
Pos = Ceil(ScreenPos x-18*Const(Size.xScale)),Ceil(ScreenPos y-23*Const(Size.yScale))
Scale = Const(Size.xScale),Const(Size.yScale)
OnTop = 1

[State 701]
Type = ChangeState
TriggerAll = Time >= 15
Trigger1 = (Parent,Command="fwd")+(Parent,Command="back")+(Parent,Command="up")+(Parent,Command="down")
Trigger2 = (Parent,Command="a")+(Parent,Command="b")+(Parent,Command="c")+(Parent,Command="x")+(Parent,Command="y")+(Parent,Command="z")
Value = 300+2*(Parent,Var(0)=[1,20])

;---------------------------------------------------------------------------
[Statedef 800,喰らい判定]
Type = S
MoveType = I
Physics = N
Anim = 1+IsHelper(3)
SprPriority = -6

[State 800]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil((65-49*IsHelper(3))*Const(Size.xScale)),0

[State 800]
Type = HitOverride
Trigger1 = Var(0) < 31
Attr = SCA, NA, SA, HA, NP, SP, HP
StateNo = 801
Time = -1

[State 800]
Type = NotHitBy
Trigger1 = Var(0) < 31
Value = , NT, ST, HT
Time = -1

[State 800]
Type = NotHitBy
Trigger1 = Var(0) >= 31
Value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = -1

[State 800]
Type = PlaySnd
Trigger1 = Var(0) >= 31
Trigger1 = Time >= 14
Value = s3,0
Persistent = 0

[State 800]
Type = AssertSpecial
Trigger1 = 1
Flag= NoMusic
Flag2 = NoBarDisplay

[State 800]
Type = PlayerPush
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 801,ダメージ処理]
Type = S
MoveType = H
Physics = N

[State 801]
Type = BindToParent
Trigger1 = 1
Pos = -Ceil((65-49*IsHelper(3))*Const(Size.xScale)),0

[State 801]
Type = NotHitBy
Trigger1 = 1
Value2 = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
Time = 15

[State 801]
Type = VarAdd
Trigger1 = GetHitVar(Damage) >= 17
V = 0
Value = Floor(IfElse(GetHitVar(Damage)>255,255,GetHitVar(Damage))/17.0)
Persistent = 0

[State 801]
Type = AssertSpecial
Trigger1 = 1
Flag= NoMusic
Flag2 = NoBarDisplay

[State 801]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 801]
Type = ChangeState
Trigger1 = 1
Value = 800

;===========================================================================
[Statedef 0,stand]
Type = S
Physics = N
Anim = 0
SprPriority = -7

[State 0]
Type = DestroySelf
Trigger1 = IsHelper

;---------------------------------------------------------------------------
[Statedef 10,stand to crouch]
Type = U
Physics = U
SprPriority = -7

[State 10]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 11,crouching]
Type = U
Physics = U
SprPriority = -7

[State 11]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 12,crouch to stand]
Type = U
Physics = U
SprPriority = -7

[State 12]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 20,walk]
Type = U
Physics = U
SprPriority = -7

[State 20]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 40,jump start]
Type = U
Physics = U
SprPriority = -7

[State 40]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 45,air jump start]
Type = U
Physics = U
SprPriority = -7

[State 45]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 50,jump up-down]
Type = U
Physics = U
SprPriority = -7

[State 50]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 51,jump down]
Type = U
Physics = U
SprPriority = -7

[State 51]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 52,jump land]
Type = U
Physics = U
SprPriority = -7

[State 52]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 100,dash]
Type = U
Physics = U
SprPriority = -7

[State 100]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 105,back step]
Type = U
Physics = U
SprPriority = -7

[State 105]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 106,back step land]
Type = U
Physics = U
SprPriority = -7

[State 106]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 120,guard start]
Type = U
Physics = U
SprPriority = -7

[State 120]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 130,stand guard(guarding)]
Type = U
Physics = U
SprPriority = -7

[State 130]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 131,crouch guard(guarding)]
Type = U
Physics = U
SprPriority = -7

[State 131]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 132,air guard(guarding)]
Type = U
Physics = U
SprPriority = -7

[State 132]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 140,guard end]
Type = U
Physics = U
SprPriority = -7

[State 140]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 150,stand guard hit(shaking)]
Type = U
Physics = U
SprPriority = -7

[State 150]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 151,stand guard hit(knocked back)]
Type = U
Physics = U
SprPriority = -7

[State 151]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 152,crouch guard hit(shaking)]
Type = U
Physics = U
SprPriority = -7

[State 152]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 153,crouch guard hit(knocked back)]
Type = U
Physics = U
SprPriority = -7

[State 153]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 154,air guard hit(shaking)]
Type = U
Physics = U
SprPriority = -7

[State 154]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 155,air guard hit(knocked back)]
Type = U
Physics = U
SprPriority = -7

[State 155]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 170,time over(lose)]
Type = S
Ctrl = 0
VelSet = 0,0
SprPriority = -7

[State 170]
Type = Null
Trigger1 = 1

;---------------------------------------------------------------------------
[Statedef 175,time over(draw)]
Type = S
Ctrl = 0
VelSet = 0,0
SprPriority = -7

[State 175]
Type = Null
Trigger1 = 1

;---------------------------------------------------------------------------
[Statedef 180,win]
Type = S
Ctrl = 0
VelSet = 0,0
SprPriority = -7

[State 180]
Type = Null
Trigger1 = 1

;---------------------------------------------------------------------------
[Statedef 190,preintro]
Type = S
Ctrl = 0
VelSet = 0,0
SprPriority = -7

[State 190]
Type = ChangeState
Trigger1 = Time = 0
Value = 191

;---------------------------------------------------------------------------
[Statedef 191,intro]
Type = S
Ctrl = 0
VelSet = 0,0
SprPriority = -7

[State 191]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5000,hit stand shake]
Type = U
Physics = U
SprPriority = -7

[State 5000]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5001,hit stand slide]
Type = U
Physics = U
SprPriority = -7

[State 5001]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5010,hit crouch shake]
Type = U
Physics = U
SprPriority = -7

[State 5010]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5011,hit crouch slide]
Type = U
Physics = U
SprPriority = -7

[State 5011]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5020,hit air shake]
Type = U
Physics = U
SprPriority = -7

[State 5020]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5030,hit air up]
Type = U
Physics = U
SprPriority = -7

[State 5030]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5035,hit air transition]
Type = U
Physics = U
SprPriority = -7

[State 5035]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5040,hit air recover]
Type = U
Physics = U
SprPriority = -7

[State 5040]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5050,hit air fall]
Type = U
Physics = U
SprPriority = -7

[State 5050]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5070,hit trip]
Type = U
Physics = U
SprPriority = -7

[State 5070]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5071,hit trip fall]
Type = U
Physics = U
SprPriority = -7

[State 5071]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5080,hit lie shake]
Type = U
Physics = U
SprPriority = -7

[State 5080]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5081,hit lie slide]
Type = U
Physics = U
SprPriority = -7

[State 5081]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5100,hit bounce]
Type = U
Physics = U
SprPriority = -7

[State 5100]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5101,hit bounce into air]
Type = U
Physics = U
SprPriority = -7

[State 5101]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5110,hit lie down]
Type = U
Physics = U
SprPriority = -7

[State 5110]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5120,hit get up]
Type = U
Physics = U
SprPriority = -7

[State 5120]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5150,hit lie dead]
Type = L
Physics = N
Ctrl = 0

[State 5150]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 5150]
Type = ChangeAnim
Trigger1 = (Name="MinotaurGod") = 0
Value = 5000

[State 5150]
Type = VelAdd
Trigger1 = (Name="MinotaurGod") = 0
Trigger1 = Pos y < 0
y = 0.5

[State 5150]
Type = VelSet
Trigger1 = (Name="MinotaurGod") = 0
Trigger1 = Pos y > 0
y = 0

[State 5150]
Type = PosSet
Trigger1 = (Name="MinotaurGod") = 0
Trigger1 = Pos y > 0
y = 0

;---------------------------------------------------------------------------
[Statedef 5200,hit fall recover]
Type = U
Physics = U
SprPriority = -7

[State 5200]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5201,hit fall recover on the ground]
Type = U
Physics = U
SprPriority = -7

[State 5201]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5210,hit air fall recover]
Type = U
Physics = U
SprPriority = -7

[State 5210]
Type = ChangeState
Trigger1 = 1
Value = 0

;---------------------------------------------------------------------------
[Statedef 5500,Continue?]
Type = S
Ctrl = 0
Anim = 5300
VelSet = 0,0
SprPriority = -7

[State 5500]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5500)
Value = 5500

;---------------------------------------------------------------------------
[Statedef 5900,Initialize]
Type = S
Ctrl = 0
SprPriority = -7

[State 5900]
Type = VarRangeSet
Trigger1 = RoundsExisted = 0
Value = 0

[State 5900]
Type = VarRangeSet
Trigger1 = RoundsExisted = 0
FValue = 0

[State 5900]
Type = ChangeState
Trigger1 = 1
Value = 190*(RoundsExisted=0)
