
;-----------------------
;エネルギー弾
[Statedef 600]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 600

[State 1000, 0]
type = PowerAdd
trigger1 = AnimElem = 2
value = -100

[State 200,0]
type = helper
trigger1 = AnimElem = 2
helperype = normal
pos = 35,-35
stateno = 601
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

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

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;エネルギー弾ヘルパー
[Statedef 601]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 601

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = CA,NA,SA,HA,NT,ST,HT
time = 10

[State 1000, 0]
type = HitOverride
trigger1 = 1
slot = 0
attr = SA, SP, AP
stateno = 602

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SP
damage    = 40,4
animtype = medium
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = -1
guard.sparkno = s603
sparkxy = 0,0
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -3,0
airguard.velocity = -3.9,0  
air.velocity = -1.3,-3

[State 420, Effect]
type = Explod
trigger1 = movehit
anim = 602
postype = p1
pos = 0,0
sprpriority = 2
removetime = 15
removeongethit = 1

[State 5030]
type = PlaySnd
trigger1 = movehit
value = s0, 12
channel = 0

[State 510, 0]
type = Velset
trigger1 = time >= 0
trigger1 = time <= 50
x = 5

[State 1000, 0]
type = DestroySelf
trigger1 = time = 50
trigger2 = MoveContact= 1

;エネルギー弾ヘルパー相殺
[Statedef 602]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 603

[State 1000, 0]
type = DestroySelf
trigger1 = time = 20

;-----------------------
;エネルギー弾エネルギー切れ
[Statedef 605]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 600

[State 1000, 0]
type = PowerAdd
trigger1 = AnimElem = 2
value = -50

[State 420, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 603
postype = p1
pos = 35,-35
sprpriority = 2
removetime = 15
removeongethit = 1

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 700
ctrl = 1

;-----------------------
;エネルギー切れ
[Statedef 700]
type = S
movetype= I
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 5300
poweradd = 0

[State 200 , 7]
type = ChangeState
trigger1 = RoundState = [3,4]
value = IfElse(var(40) <= 0,0,50)
ctrl = IfElse(var(40) <= 0,1,0)

[State 200 , 7]
type = ChangeState
trigger1 = time = 150
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;エネルギー切れ2
[Statedef 701]
type = S
movetype= I
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 5300
poweradd = 0

[State 200 , 7]
type = ChangeState
trigger1 = RoundState = [3,4]
value = IfElse(var(40) <= 0,0,50)
ctrl = IfElse(var(40) <= 0,1,0)

[State 200 , 7]
type = ChangeState
trigger1 = time = 250
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;エネルギー切れ3
[Statedef 702]
type = S
movetype= I
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 5300
poweradd = 0

[State 200 , 7]
type = ChangeState
trigger1 = RoundState = [3,4]
value = IfElse(var(40) <= 0,0,50)
ctrl = IfElse(var(40) <= 0,1,0)

[State 200 , 7]
type = ChangeState
trigger1 = time = 350
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;連続エネルギー弾
[Statedef 610]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 610

[State 1000, 0]
type = PowerAdd
trigger1 = AnimElem = 2
value = -111

[State -3];切れ
type = VarSet
var(4) = 1
trigger1 = AnimElem = 2
trigger1 = Power <= 0

[State 200,0]
type = helper
trigger1 = AnimElem = 2
helperype = normal
pos = 30,-45
stateno = 611
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

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

[State 200]
type = VarAdd
trigger1 = Time = 0
var(2) = 1

[State 1000]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(2) = 1
trigger2 = var(2) = 3
value = 615

[State 201 , 7]
type = ChangeState
trigger1 = Time = 35
trigger1 = var(2) < 3
value = 610
ctrl = 1

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(2) = 3
trigger1 = var(4) <= 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(2) = 3
trigger1 = var(4) > 0
value = 700
ctrl = 0

;エネルギー弾ヘルパー
[Statedef 611]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 616

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = CA,NA,SA,HA,NT,ST,HT
time = 10

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SP
damage    = 40,4
animtype = medium
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
guard.pausetime = 3,0
numhits = 1
sparkno = -1
guard.sparkno = s603
sparkxy = 0,0
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -3,0
airguard.velocity = -3.9,0  
air.velocity = -1.3,-3

[State 420, Effect]
type = Explod
trigger1 = movehit
anim = 602
postype = p1
pos = 0,0
sprpriority = 2
removetime = 15
removeongethit = 1

[State 5030]
type = PlaySnd
trigger1 = movehit
value = s0, 12
channel = 0

[State 510, 0]
type = Velset
trigger1 = time >= 0
trigger1 = time <= 50
x = 8

[State 1000, 0]
type = HitOverride
trigger1 = 1
slot = 0
attr = SA, SP, AP
stateno = 602

[State 1000, 0]
type = DestroySelf
trigger1 = time = 50
trigger2 = MoveContact= 1
;-----------------------

;爆発波
[Statedef 630]
type = S
movetype= A
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 630

[State 1000, 0]
type = PowerAdd
trigger1 = AnimElem = 2
value = -500

[State -3];切れ
type = VarSet
var(4) = 1
trigger1 = AnimElem = 2
trigger1 = Power <= 0

[State 200,0]
type = helper
trigger1 = AnimElem = 2
helperype = normal
pos = 80,0
stateno = 631
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 5030]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 13

[State 201 , 7]
type = ChangeState
trigger1 = Time = 100
trigger1 = var(4) <= 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

[State 201 , 7]
type = ChangeState
trigger1 = Time = 100
trigger1 = var(4) > 0
value = 700
ctrl = 0

;爆発波ヘルパー
[Statedef 631]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 631

[State 420, Effect]
type = Explod
trigger1 = AnimElem = 1
anim = 191
id = 620
postype = p1
pos = 0,0
sprpriority = 0
removetime = 80
bindtime = 80
removeongethit = 1

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SP
damage    = 150,15
animtype = medium
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 11,11
guard.pausetime = 3,0
numhits = 1
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-30
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -3,-5
airguard.velocity = -3.9,-5  
air.velocity = -1.3,-5
fall = 1
fall.recover = 0

[State 1000, 0]
type = DestroySelf
trigger1 = time = 80

;-----------------------
;気円斬
[Statedef 650]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 650

[State 420, Effect]
type = Explod
trigger1 = AnimElem = 1
anim = 651
id = 651
postype = p1
pos = -3,-82
sprpriority = 2
removetime = 20
bindtime = -1
removeongethit = 1

[State 1000, 0]
type = PowerAdd
trigger1 = AnimElem = 2
value = -330

[State -3];切れ
type = VarSet
var(8) = 1
trigger1 = AnimElem = 2
trigger1 = Power <= 0

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

[State 200,0]
type = helper
trigger1 = AnimElem = 2
helperype = normal
pos = -3,-82
stateno = 651
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[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 = 700
ctrl = 0

;エネルギー弾ヘルパー
[Statedef 651]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 651

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = CA,NA,SA,HA,NT,ST,HT
time = 10

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SP
damage    = 120,12
animtype = medium
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
guard.pausetime = 3,0
numhits = 1
sparkno = -1
guard.sparkno = s603
sparkxy = 0,0
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -3,0
airguard.velocity = -3.9,0  
air.velocity = -1.3,-3

[State 420, Effect]
type = Explod
trigger1 = movehit
anim = 602
postype = p1
pos = 0,0
sprpriority = 2
removetime = 15
removeongethit = 1

[State 5030]
type = PlaySnd
trigger1 = movehit
value = s0, 12
channel = 0

[State 1000, 0]
type = Turn
trigger1 = p2bodydist x < -25

[State 510, 0]
type = Velset
trigger1 = p2bodydist x > -25
x = 7

[State 510, 0]
type = Velset
trigger1 = p2bodydist x < -25
x = -1

[State 510, 0]
type = Velset
trigger1 = p2bodydist Y < 0
trigger2 = Pos Y >= -5
y = -3

[State 510, 0]
type = Velset
trigger1 = p2bodydist Y >= 0
y = 3

[State 1000, 0]
type = HitOverride
trigger1 = 1
slot = 0
attr = SA, SP, AP
stateno = 602

[State 1000, 0]
type = DestroySelf
trigger1 = time = 50
trigger2 = MoveContact= 1