
;-----------------------
;ビックバンアタック
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000

[State 1000]
type = ChangeAnim
trigger1 = p2bodydist Y < -30
trigger1 = time = 50
value = 1010

[State 1000]
type = ChangeAnim
trigger1 = p2bodydist Y > 30
trigger1 = time = 50
value = 1020

[State 181, 無敵]
type = NotHitBy
trigger1 = time <= 300
value = SCA
time = 10

[State 8080]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 0
time = 300
darken = 0
movetime = 300

[State 1100, 4]
type = Explod
trigger1 = time = 60
anim = 1001
sprpriority = -2
pos = 0,0
removetime = 240
bindtime = -1
supermovetime = 99999
pausemovetime = 99999

[State 1100, 4]
type = Explod
trigger1 = time = 60
trigger1 = anim = 1000
anim = 1105
sprpriority = 2
pos = 35,-58
removetime = 240
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 1.5, 1.5

[State 1100, 4]
type = Explod
trigger1 = time = 60
trigger1 = anim = 1010
anim = 1105
sprpriority = 2
pos = 32,-72
removetime = 240
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 1.5, 1.5

[State 1100, 4]
type = Explod
trigger1 = time = 60
trigger1 = anim = 1020
anim = 1105
sprpriority = 2
pos = 35,-46
removetime = 240
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 1.5, 1.5

[State 1900, 6]
type = poweradd
trigger1 = time = 300
value = -1000

[State -3];切れ
type = VarSet
var(8) = 1
trigger1 = time = 300
trigger1 = Power <= 0

[state 3003]
type = helper
trigger1 = time = 300
trigger1 = anim = 1000
helpertype = normal
stateno = 1001
pos = 35,-52
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003]
type = helper
trigger1 = time = 300
trigger1 = anim = 1010
helpertype = normal
stateno = 1003
pos = 32,-62
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003]
type = helper
trigger1 = time = 300
trigger1 = anim = 1020
helpertype = normal
stateno = 1005
pos = 35,-36
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 200]
type = PlaySnd
trigger1 = time = 50
channel = 0
value = s0, 8

[State 200]
type = PlaySnd
trigger1 = time = 230
value = s7, 0

[State 1000, 0]
type = StopSnd
trigger1 = time = 300
channel = 0

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(8) <= 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(8) > 0
value = 701
ctrl = 0

;ビックバンアタックヘルパー
[Statedef 1001]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1003
poweradd = 0

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1003
sprpriority = 5
pos = 0,0
id = 1003
removetime = 90
bindtime = -1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = removeexplod
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20
id = 1003

[State 510, 0]
type = Velset
trigger1 = movecontact = 0
x = 15

[State 1201, Assert]
type = assertspecial
trigger1 = facing = 1
trigger1 = ScreenPos X > 300
trigger1 = facing = -1
trigger1 = ScreenPos X > 20
flag = noshadow
flag2 = invisible

[state 3003];地上
type = helper
triggerall = parent,var(40) <= 0
trigger1 = movecontact
trigger1 = enemynear,POS Y >= 0
postype = p1
helpertype = normal
stateno = 1002
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];空中
type = helper
triggerall = movecontact
trigger1 = enemynear,POS Y < 0
postype = p1
helpertype = normal
stateno = 1004
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];ハズレ
type = helper
triggerall = movecontact = 0
trigger1 = facing = 1
trigger1 = ScreenPos X >= 300
trigger2 = facing = -1
trigger2 = ScreenPos X <= 20
postype = p1
helpertype = normal
stateno = 1004
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 250,25
animtype = hard
getpower = 5,1
givepower = 5,1
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5
airguard.velocity = -0.5
air.velocity = -0.5,-3
p2stateno = 2222
kill = 0

[State 200]
type = PlaySnd
trigger1 = time = 0
channel = 0
value = s0, 9

[State 200]
type = PlaySnd
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20
channel = 0
value = s0, 13

[State 1000, 2]
type = destroyself
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20

;ビックバンアタックヘルパー上
[Statedef 1003]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1007
poweradd = 0

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1007
sprpriority = 5
pos = 0,0
id = 1007
removetime = 90
bindtime = -1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = removeexplod
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20
id = 1007

[State 510, 0]
type = Velset
trigger1 = movecontact = 0
x = 15
y = -10

[State 1201, Assert]
type = assertspecial
trigger1 = facing = 1
trigger1 = ScreenPos X > 300
trigger2 = facing = -1
trigger2 = ScreenPos X > 20
flag = noshadow
flag2 = invisible

[state 3003];当たり
type = helper
trigger1 = movecontact
postype = p1
helpertype = normal
stateno = 1004
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];はずれ
type = helper
triggerall = movecontact = 0
trigger1 = facing = 1
trigger1 = ScreenPos X >= 300
trigger2 = facing = -1
trigger2 = ScreenPos X <= 20
postype = p1
helpertype = normal
stateno = 1004
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 250,25
animtype = hard
getpower = 5,1
givepower = 5,1
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5
airguard.velocity = -0.5
air.velocity = -0.5,-3
p2stateno = 2222
kill = 0

[State 200]
type = PlaySnd
trigger1 = time = 0
channel = 0
value = s0, 9

[State 200]
type = PlaySnd
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20
channel = 0
value = s0, 13

[State 1000, 2]
type = destroyself
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20

;ビックバンアタックヘルパー下
[Statedef 1005]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1006
poweradd = 0

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1006
sprpriority = 5
pos = 0,0
id = 1006
removetime = 90
bindtime = -1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = removeexplod
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20
trigger4 = ScreenPos Y >= 200
id = 1006

[State 510, 0]
type = Velset
trigger1 = movecontact = 0
x = 15
y = 10

[State 1201, Assert]
type = assertspecial
trigger1 = ScreenPos Y < 200
trigger2 = facing = 1
trigger2 = ScreenPos X < 300
trigger3 = facing = -1
trigger3 = ScreenPos X > 20
flag = noshadow
flag2 = invisible

[state 3003];当たり(敵が地上)
type = helper
trigger1 = movecontact
trigger1 = enemynear,POS Y >= 0
postype = p1
helpertype = normal
stateno = 1002
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];はずれ
type = helper
triggerall = movecontact = 0
trigger1 = facing = 1
trigger1 = ScreenPos X >= 300
trigger2 = facing = -1
trigger2 = ScreenPos X <= 20
trigger3 = ScreenPos Y >= 200
postype = p1
helpertype = normal
stateno = 1002
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];当たり(敵が空中)
type = helper
trigger1 = movecontact
trigger1 = enemynear,POS Y < 0
postype = p1
helpertype = normal
stateno = 1004
pos = 0,0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 250,25
animtype = hard
getpower = 5,1
givepower = 5,1
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5
airguard.velocity = -0.5
air.velocity = -0.5,-3
p2stateno = 2222
kill = 0

[State 200]
type = PlaySnd
trigger1 = time = 0
channel = 0
value = s0, 9

[State 200]
type = PlaySnd
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20
trigger4 = ScreenPos Y >= 200
channel = 0
value = s0, 13

[State 1000, 2]
type = destroyself
trigger1 = movecontact
trigger2 = facing = 1
trigger2 = ScreenPos X >= 300
trigger3 = facing = -1
trigger3 = ScreenPos X <= 20
trigger4 = ScreenPos Y >= 200

;ビックバンアタックヘルパー2
[Statedef 1002]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 0

[State 1000, 0]
type = PosSet
trigger1 = time = 0
y = 0

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 30
flag = noshadow
flag2 = invisible

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1004
sprpriority = 5
pos = 0,0
id = 1004
removetime = 50
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 25,2
animtype = hard
getpower = 15,5
givepower = 15,5
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,-9
airguard.velocity = -5,-9
air.velocity = -5,-9
fall = 1
fall.recover = 0

[State 1000, 2]
type = destroyself
trigger1 = time = 30

;ビックバンアタックヘルパー2上
[Statedef 1004]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 30
flag = noshadow
flag2 = invisible

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1005
sprpriority = 5
pos = 0,0
id = 1005
removetime = 50
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 25,2
animtype = hard
getpower = 15,5
givepower = 15,5
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,-9
airguard.velocity = -5,-9
air.velocity = 5,-9
fall = 1
fall.recover = 0

[State 1000, 2]
type = destroyself
trigger1 = time = 30

;-----------------------
;ファイナルフラッシュ
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100

[State 1000]
type = ChangeAnim
trigger1 = p2bodydist Y < -30
trigger1 = time = 150
value = 1103

[State 1000]
type = ChangeAnim
trigger1 = p2bodydist Y > 30
trigger1 = time = 150
value = 1104

[State 181, 無敵]
type = NotHitBy
trigger1 = time <= 300
value = SCA
time = 10

[State 8080]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 0
time = 300
darken = 0
movetime = 300

[State 1100, 4]
type = Explod
trigger1 = time = 60
anim = 1001
sprpriority = -2
pos = 0,0
removetime = 240
bindtime = -1
supermovetime = 99999
pausemovetime = 99999

[State 1100, 4]
type = Explod
trigger1 = time = 60
anim = 1101
sprpriority = 2
pos = 0,-80
removetime = 150
bindtime = -1
supermovetime = 99999
pausemovetime = 99999

[State 1100, 4]
type = Explod
trigger1 = time = 180
trigger1 = anim = 1100
anim = 1105
sprpriority = 2
pos = 20,-47
removetime = 120
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 1.5,1.5

[State 1100, 4]
type = Explod
trigger1 = time = 180
trigger1 = anim = 1103
anim = 1105
sprpriority = 2
pos = 18,-55
removetime = 120
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 1.5,1.5

[State 1100, 4]
type = Explod
trigger1 = time = 180
trigger1 = anim = 1104
anim = 1105
sprpriority = 2
pos = 18,-37
removetime = 120
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 1.5,1.5

[State 1900, 6]
type = poweradd
trigger1 = time = 300
value = -2000

[State -3];切れ
type = VarSet
var(8) = 1
trigger1 = time = 300
trigger1 = Power <= 0

[state 3003]
type = helper
trigger1 = time = 300
trigger1 = anim = 1100
helpertype = normal
stateno = 1101
pos = 15,-47
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003]
type = helper
trigger1 = time = 300
trigger1 = anim = 1103
helpertype = normal
stateno = 1103
pos = 10,-55
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003]
type = helper
trigger1 = time = 300
trigger1 = anim = 1104
helpertype = normal
stateno = 1105
pos = 10,-35
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 200]
type = PlaySnd
trigger1 = time = 50
channel = 0
value = s0, 8

[State 200]
type = PlaySnd
trigger1 = time = 220
value = s7, 1

[State 200]
type = PlaySnd
trigger1 = time = 300
channel = 0
value = s0, 9

[State 200]
type = PlaySnd
trigger1 = Time = 390
trigger2 = movetype = H
channel = 0
value = s0, 13

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(8) <= 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(8) > 0
value = 702
ctrl = 0

;ファイナルフラッシュヘルパー
[Statedef 1101]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1102
poweradd = 0

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1102
sprpriority = 5
pos = 0,0
id = 1103
removetime = 90
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = removeexplod
trigger1 = root,movetype = H
id = 1103

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 90
flag = noshadow
flag2 = invisible

[State 6001, 4]
type = Varset
trigger1 = Time = 0
v = 6
value = p2bodydist X

[state 3003]
type = helper
trigger1 = parent,var(40) <= 0
trigger1 = Time = 90
trigger2 = parent,var(40) <= 0
trigger2 = root,movetype = H
trigger3 = parent,var(40) > 0
trigger3 = enemynear,POS Y >= 0
postype = p1
helpertype = normal
stateno = 1102
pos = var(6),0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003]
type = helper
triggerall = parent,var(40) > 0
triggerall = enemynear,POS Y < 0
trigger1 = Time = 90
trigger2 = root,movetype = H
postype = p1
helpertype = normal
stateno = 1104
pos = var(6),0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
attr = S, HA
damage = 35,3
animtype = hard
getpower = 5,1
givepower = 5,1
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5
airguard.velocity = -0.5
air.velocity = -0.5,-3
p2stateno = 2222
kill = 0

[State 1000, 2]
type = destroyself
trigger1 = Time = 90
trigger2 = root,movetype = H

;ファイナルフラッシュヘルパー上
[Statedef 1103]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1106
poweradd = 0

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1106
sprpriority = 5
pos = 0,0
id = 1106
removetime = 90
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = removeexplod
trigger1 = root,movetype = H
id = 1106

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 90
flag = noshadow
flag2 = invisible

[State 6001, 4]
type = Varset
trigger1 = Time = 0
v = 6
value = p2bodydist X

[State 6001, 4]
type = Varset
trigger1 = Time = 80
trigger1 = movehit
v = 7
value = 1

[state 3003];当たり
type = helper
triggerall = var(7) > 0
trigger1 = Time = 90
trigger2 = root,movetype = H
postype = p1
helpertype = normal
stateno = 1104
pos = var(6),enemynear,POS Y
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];はずれ
type = helper
trigger1 = Time = 90
trigger1 = var(7) <= 0
postype = p1
helpertype = normal
stateno = 1104
pos = root,FrontEdgeDist-30,-(root,FrontEdgeDist)+50
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
attr = S, HA
damage = 35,3
animtype = hard
getpower = 5,1
givepower = 5,1
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5
airguard.velocity = -0.5
air.velocity = -0.5,-3
p2stateno = 2222
kill = 0

[State 1000, 2]
type = destroyself
trigger1 = Time = 90
trigger2 = root,movetype = H

;ファイナルフラッシュヘルパー下
[Statedef 1105]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1107
poweradd = 0

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1107
sprpriority = 5
pos = 0,0
id = 1107
removetime = 90
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = removeexplod
trigger1 = root,movetype = H
id = 1107

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 90
flag = noshadow
flag2 = invisible

[State 6001, 4]
type = Varset
trigger1 = Time = 0
v = 6
value = p2bodydist X

[State 6001, 4]
type = Varset
trigger1 = Time = 80
trigger1 = movehit
v = 7
value = 1

[state 3003];当たり(敵が地上)
type = helper
triggerall = var(7) > 0
triggerall = enemynear,POS Y >= 0
trigger1 = Time = 90
trigger2 = root,movetype = H
postype = p1
helpertype = normal
stateno = 1102
pos = var(6),0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];はずれ
type = helper
trigger1 = Time = 90
trigger1 = var(7) <= 0
postype = p1
helpertype = normal
stateno = 1102
pos = 80-(root,pos Y),0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 3003];当たり(敵が空中)
type = helper
triggerall = var(7) > 0
triggerall = enemynear,POS Y < 0
trigger1 = Time = 90
trigger2 = root,movetype = H
postype = p1
helpertype = normal
stateno = 1104
pos = var(6),p2bodydist Y
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
trigger6 = time = 50
trigger7 = time = 60
trigger8 = time = 70
trigger9 = time = 80
attr = S, HA
damage = 35,3
animtype = hard
getpower = 5,1
givepower = 5,1
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0.5
airguard.velocity = -0.5
air.velocity = -0.5,-3
p2stateno = 2222
kill = 0

[State 1000, 2]
type = destroyself
trigger1 = Time = 90
trigger2 = root,movetype = H

;ファイナルフラッシュヘルパー2
[Statedef 1102]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 0

[State 1000, 0]
type = PosSet
trigger1 = time = 0
y = 0

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 30
flag = noshadow
flag2 = invisible

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1004
sprpriority = 5
pos = 0,0
id = 1004
removetime = 50
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 35,3
animtype = hard
getpower = 15,5
givepower = 15,5
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,-9
airguard.velocity = -5,-9
air.velocity = -5,-9
fall = 1
fall.recover = 0

[State 1000, 2]
type = destroyself
trigger1 = time = 30

;ファイナルフラッシュヘルパー2上
[Statedef 1104]
type = S
movetype= A
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1005
poweradd = 0

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 30
flag = noshadow
flag2 = invisible

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1005
sprpriority = 5
pos = 0,0
id = 1005
removetime = 50
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 510,8]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 35,3
animtype = hard
getpower = 15,5
givepower = 15,5
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 0,0
numhits = 1
sparkno = -1
guard.sparkno = -1
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,-9
airguard.velocity = -5,-9
air.velocity = 5,-9
fall = 1
fall.recover = 0

[State 1000, 2]
type = destroyself
trigger1 = time = 30

;-----------------------
;プラネットバースト
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1202

[State 800, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1stateno = 1201
p2stateno = 2222
guard.dist = 0

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;プラネットバースト2
[Statedef 1201]
type    = S
movetype= A
physics = N
anim = 1200
poweradd = 0

[State 510,8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 70
animtype = hard
getpower = 5,1
givepower = 5,1
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 5,5
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-70
hitsound = s0,4
guardsound = s0,5
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.velocity = 0,0
p2stateno = IfElse(AnimElemtime(6) >= 0,2223,2222)
kill = 0

[State 200]
type = PlaySnd
triggerall = movecontact = 0
trigger1 = time = 12
value = s0, 1

[State 510, 0]
type = Velset
trigger1 = AnimElemtime(5) >= 0
x = 0
y = -36

[State 560]
type = TargetState
trigger1 = time = 12
trigger1 = movehit = 0
value = 2223
ctrl = 0

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

;プラネットバースト3
[Statedef 1202]
type    = S
movetype= A
physics = N
anim = 1201
poweradd = 0

[State 510,8]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 70
animtype = hard
getpower = 15,5
givepower = 15,5
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 5,5
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -20,-5
hitsound = s0,4
guardsound = s0,5
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
airguard.velocity = 0,0
air.velocity = 0,0
p2stateno = 2224

[State 510, 0]
type = Velset
trigger1 = AnimElem = 3
x = 0
y = 0

[State 510, 0]
type = Velset
trigger1 = AnimElemtime(5) >= 0
x = 20
y = 36

[State 560]
type = TargetState
trigger1 = time = 25
trigger1 = movehit = 0
value = 2225
ctrl = 0

[State 200 , 7]
type = TargetState
trigger1 = time = 35
value = 2225
ctrl = 0

[State 200]
type = PlaySnd
trigger1 = movecontact = 0
trigger1 = time = 27
value = s0, 1

[State 200 , 7]
type = ChangeState
trigger1 = Pos Y >= -20 && vel Y > 0
value = 1204
ctrl = 0

;プラネットバースト4
[Statedef 1204]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 1203

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, 0]
type = PosSet
trigger1 = time = 0
y = 0

[State 510,8]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 60
animtype = hard
getpower = 15,5
givepower = 15,5
guardflag = HMLA
hitflag = HMAF
priority = 1, Hit
pausetime = 5,5
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -10,-43
hitsound = s0,4
guardsound = s0,5
ground.type = hight
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 10,-3
airguard.velocity = 10,-3
air.velocity = 10,-3
fall = 1
fall.recover = 0

[State 201 , 7]
type = TargetState
trigger1 = time = 20
trigger1 = movehit = 0
value = 2226
ctrl = 0

[State 200]
type = PlaySnd
triggerall = movecontact = 0
trigger1 = time = 12
value = s0, 0

[State 6001, 4]
type = Varset
trigger1 = Time = 0
trigger1 = var(49) >= 1
v = 49
value = 0

[state 3003]
type = helper
trigger1 = enemy,pos Y >= 5
trigger1 = var(49) = 0
postype = p2
helpertype = normal
stateno = 1203
pos =0,10
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 200]
type = PlaySnd
trigger1 = enemy,pos Y >= 5
trigger1 = var(49) = 0
value = s0, 13

[State 6001, 4]
type = Varset
trigger1 = enemy,pos Y >= 5
trigger1 = var(49) = 0
v = 49
value = 1

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;プラネットバーストヘルパー
[Statedef 1203]
type = S
movetype= I
physics = N
juggle = 5
velset = 0,0
ctrl = 0
anim = 1004
poweradd = 0

[State 1000, 0]
type = PosSet
trigger1 = time = 0
y = 0

[State 1201, Assert]
type = assertspecial
trigger1 = time <= 20
flag = noshadow
flag2 = invisible

[State 1100, 4]
type = Explod
trigger1 = time = 0
anim = 1004
sprpriority = 5
pos = 0,0
id = 1004
removetime = 20
bindtime = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 2]
type = destroyself
trigger1 = time = 20

[Statedef 2222];相手のステート
type    = S
movetype= H
physics = N
velset = 0,0
anim = 2222

[State 510, 0]
type = VelSET
trigger1 = 1
y = 0

[State 4810, 6]
type = StateTypeSet
trigger1 = Pos Y >= 0
value = S

[State 520]
type = statetypeset
trigger1 = Pos Y < 0
type = A

[State 820, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2222

[State 1000, 0]
type = Turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[State 560]
type = TargetState
trigger1 = time = 33
value = 2225
ctrl = 0

[State 8040 , 7]
type = SelfState
trigger1 = enemy,moveType != A
value = 5030
ctrl = 1

[Statedef 2223];相手のステート2
type    = S
movetype= H
physics = N
velset = 0,0
anim = 2222

[State 520]
type = statetypeset
trigger1 = Pos Y < 0
type = A

[State 510, 0]
type = Velset
trigger1 = time >= 0
x = 0
y = -6

[State 820, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2222

[State 8040 , 7]
type = SelfState
trigger1 = enemy,moveType != A
value = 5030
ctrl = 1

[Statedef 2224];相手のステート3
type    = S
movetype= H
physics = N
velset = 0,0
anim = 2223

[State 520]
type = statetypeset
trigger1 = Pos Y < 0
type = A

[State 510, 0]
type = Velset
trigger1 = time >= 0
trigger1 = ScreenPos X < 280
x = -4
y = 10

[State 510, 0]
type = Velset
trigger1 = time >= 0
trigger1 = ScreenPos X >= 280
x = 0
y = 10

[State 820, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2223

[State 8040 , 7]
type = SelfState
trigger1 = enemy,moveType != A
value = 5030
ctrl = 1

[Statedef 2225];相手のステート4
type    = S
movetype= H
physics = N
velset = 0,0
anim = 5000

[State 1000, 0]
type = PosSet
trigger1 = time = 0
y = 0

[State 4810, 6]
type = StateTypeSet
trigger1 = Pos Y >= 0
value = S

[State 8040 , 7]
type = SelfState
trigger1 = time = 100
value = 5150
ctrl = 1

[Statedef 2226];相手のステート5
type    = A
movetype= H
physics = N
velset = -4,-6
poweradd = 40

[State 201 , 7]
type = Changeanim
trigger1 = time = 0
value = 5030

[State 1000, 0]
type = ScreenBound
trigger1 = time < 35
value = 1
movecamera = 1,0

[State 821, 速度加算] ;重力
type = VelAdd
Trigger1 = 1
y = .4

[State 821, ステート変更]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;common1.cns参照

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;common1.cns参照

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照
