
;舞空術
[Statedef 3000]
type = S
movetype= I
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 404
poweradd = 0

[State 520]
type = statetypeset
trigger1 = AnimElem = 2
statetype = A
movetype = I
physics = A

[State 5030]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6, 0
channel = 0

[State 1020, Afterimage]
type = AfterImage
trigger1 = AnimElem = 2
trans = add
palbright = 1,1,1
palcontrast = 60,60,60
FrameGap = 2
PalAdd = 0,0,0
PalMul = 1,1,1
length = 10
time = 5

[State 510, 0]
type = VelSET
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
y = -8

[State 960]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 0

;舞空術2
[Statedef 3001]
type = S
movetype= I
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 405
poweradd = 0

[State 1000, 0]
type = Varset
trigger1 = 1
v = 40
value = 1

[State 1000]
type = ChangeAnim
trigger1 = command = "holdfwd"
value = 407
[State 1000]
type = ChangeAnim
trigger1 = command = "holdback"
value = 408
[State 1000]
type = ChangeAnim
trigger1 = command = "holdup"
value = 409
[State 1000]
type = ChangeAnim
trigger1 = command = "holddown"
value = 410
[State 1000]
type = ChangeAnim
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
trigger1 = command != "holdup"
value = 405

[State -3]
type = poweradd
trigger1 = time%2 = 0
value = -3

[State 510, 0]
type = VelSET
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
y = -(sin(gametime/8))/2

[State 1000, 0]
type = Turn
trigger1 = p2bodydist X <= -40

[State 510, 0]
type = VelSET
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 510, 0]
type = VelSET
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger3 = ScreenPos Y <= 80
y = 0

[State 510, 0]
type = VelSET
trigger1 = command = "holdfwd"
x = 1
[State 510, 0]
type = VelSET
trigger1 = command = "holdback"
trigger1 = InGuardDist != 1
x = -1
[State 510, 0]
type = VelSET
trigger1 = command = "holdup"
trigger1 = ScreenPos Y > 80
y = -1
[State 510, 0]
type = VelSET
trigger1 = command = "holddown"
y = 1

;ガード
[State -1]
type = ChangeState
value = 120
trigger1 = command = "holdback"
trigger1 = enemy,movetype = A
;ファイナルフラッシュ
[State -1]
type = ChangeState
value = 1100
trigger1 = command = "final"
;ビックバンアタック
[State -1]
type = ChangeState
value = 1000
trigger1 = command = "big"
;気円斬
[State -1]
type = ChangeState
value = 650
trigger1 = command = "tsuiseki"
;連続エネルギー弾
[State -1]
type = ChangeState
value = 610
trigger1 = command = "renzoku"
;爆発波
[State -1]
type = ChangeState
value = 630
trigger1 = command = "bakuhatsu"
;エネルギー弾
[State -1]
type = ChangeState
value = 600
trigger1 = command = "a"
trigger1 = Power >= 100
;エネルギー弾2
[State -1]
type = ChangeState
value = 605
trigger1 = command = "a"
trigger1 = Power < 49
;スーパーダッシュ
[State -1]
type = ChangeState
value = 520
trigger1 = command = "super"
;プラネットバースト
[State -1]
type = ChangeState
value = 1200
triggerall = command = "planet"
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = p2movetype != H
;ドライビングエルボー
[State -1]
type = ChangeState
value = 500
trigger1 = command = "drive"
;スラッシュアロー
[State -1]
type = ChangeState
value = 510
trigger1 = command = "slash"
;溜め
[State -1]
type = ChangeState
value = 300
trigger1 = command = "hold_x"
trigger1 = command = "hold_y"
trigger1 = Var(59) != 1
;投げ
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = p2movetype != H
;弱パンチ
[State -1]
type = ChangeState
value = 200
triggerall = p2bodydist X <= 20
triggerall = p2bodydist Y >= 0
trigger1 = command = "x"
;強パンチ
[State -1]
type = ChangeState
value = 201
triggerall = p2bodydist X > 20
triggerall = p2bodydist Y >= 0
trigger1 = command = "x"
;中パンチ
[State -1]
type = ChangeState
value = 202
triggerall = Var(59) != 1
triggerall = p2bodydist Y < 0
trigger1 = command = "x"
;強キック
[State -1]
type = ChangeState
value = 211
triggerall = p2bodydist X > 20
triggerall = p2bodydist Y >= 0
trigger1 = command = "y"
;中キック
[State -1]
type = ChangeState
value = 212
triggerall = p2bodydist Y < 0
trigger1 = command = "y"
;弱キック
[State -1]
type = ChangeState
value = 210
triggerall = p2bodydist X <= 20
triggerall = p2bodydist Y >= 0
trigger1 = command = "y"
;前方ダッシュ
[State -1]
type = ChangeState
value = 98
trigger1 = command = "hold_c"
trigger1 = facing = 1
trigger2 = command = "hold_z"
trigger2 = facing = -1
;後方ダッシュ
[State -1]
type = ChangeState
value = 99
trigger1 = command = "hold_z"
trigger1 = facing = 1
trigger2 = command = "hold_c"
trigger2 = facing = -1
;終了
[State 960]
type = ChangeState
trigger1 = command = "b"
trigger2 = power <= 0
trigger3 = RoundState = [3,4]
trigger4 = Var(59) = 1
value = 3002
ctrl = 0

[State 560]
type = ChangeState
trigger1 = Pos Y >= -10
value = 50

;舞空術3
[Statedef 3002]
type = A
movetype= I
physics = A
juggle = 5
velset = 0,0
ctrl = 0
anim = 406
poweradd = 0

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

[State 1020, Afterimage]
type = AfterImage
trigger1 = AnimTime = 0
trans = add
palbright = 1,1,1
palcontrast = 60,60,60
FrameGap = 2
PalAdd = 0,0,0
PalMul = 1,1,1
length = 10
time = 5

[State 510, 0]
type = VelSET
trigger1 = AnimTime = 0
y = 8

[State 960]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0
