
;-----------------------
;ドライビングエルボー
[Statedef 500]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = 80,8
animtype = hard
givepower =5,4
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -10,-43
hitsound = s0,4
guardsound = s0,5
ground.type = Low
ground.slidetime = 5
ground.hittime  =  30
ground.velocity = 15,-3
airguard.velocity = 15,-3
air.velocity = 15,-1
fall = 1
fall.recover = 1

[State 1000, 0]
type = Turn
trigger1 = P2bodydist X < -10
trigger1 = AnimTime = 0

[State 200]
type = PlaySnd
trigger1 = time = 22
trigger1 = movecontact = 0
value = s0, 0

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

[State 510, 0]
type = Velset
trigger1 = AnimElem = 2
x = 0

[State 510, 0]
type = Velset
trigger1 = AnimElem = 4
x = -15

[State 510, 0]
type = Velset
trigger1 = time = 25
x = 0

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

;-----------------------
;スラッシュアロー
[Statedef 510]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 510

[State 1000, 5]
type = explod
trigger1 = AnimElem = 2
anim = 512
id = 512
pos = 0,0
postype = p1
sprpriority = 2
removetime = 15
bindtime = -1

[State 1000, 5]
type = explod
trigger1 = AnimElem = 5
anim = 513
id = 513
pos = 0,0
postype = p1
sprpriority = 2
removetime = 15
bindtime = -1

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

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

[State 200]
type = PlaySnd
triggerall = movecontact = 0
trigger1 = time = 7
trigger2 = time = 30
value = s0, 1

[State -3]
type = VarSet
var(20) = POS Y
trigger1 = time = 0

[State 510, 0]
type = Velset
trigger1 = time = [5,20]
x = 9
y = -8

[State 510, 0]
type = Velset
trigger1 = time = [21,26]
x = 0
y = 0

[State 510, 0]
type = Velset
trigger1 = time > 26
x = -9
y = 8

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 40,4
animtype = hard
givepower =5,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-45
hitsound = s0,4
guardsound = s0,5
ground.type = Low
ground.slidetime = 5
ground.hittime  =  40
ground.velocity = -0.3
airguard.velocity = -0.3 
air.velocity = -0.3,-3

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = 40,4
animtype = hard
givepower =5,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -20,-5
hitsound = s0,4
guardsound = s0,5
ground.type = Low
ground.slidetime = 5
ground.hittime  =  20
ground.velocity = -1.5
airguard.velocity = -1.5 
air.velocity = -1.5,-3

[State 960]
type = ChangeState
trigger1 = Pos Y >= var(20)-10 && vel Y > 0
trigger1 = Var(40) = 1
trigger2 = Pos Y >= -10 && vel Y > 0
trigger2 = Var(40) != 1
value = 511

;スラッシュアロー2
[Statedef 511]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 511

[State 1000, 0]
type = PosSet
trigger1 = time = 0
y = var(20)

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

;-----------------------
;スーパーダッシュ
[Statedef 520]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 520

[State 1000, 5]
type = explod
trigger1 = AnimElem = 9
anim = 512
id = 512
pos = 0,0
postype = p1
sprpriority = 2
removetime = 15
bindtime = -1

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
attr = S, SA
damage    = 20,2
animtype = hard
givepower =5,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -10,-45
hitsound = s0,4
guardsound = s0,5
ground.type = Low
ground.slidetime = 5
ground.hittime  =  30
ground.velocity = -3
airguard.velocity = -3.9 
air.velocity = -2.9,-3

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage    = 20,2
animtype = hard
givepower =5,5
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -10,-45
hitsound = s0,4
guardsound = s0,5
ground.type = Low
ground.slidetime = 5
ground.hittime  =  20
ground.velocity = -3
airguard.velocity = -3.9 
air.velocity = -2.9,-3

[State 1000, 0]
type = MoveHitReset
trigger1 = time = 15
trigger2 = time = 25
trigger3 = time = 35

[State 200]
type = PlaySnd
triggerall = movecontact = 0
trigger1 = time = 12
trigger2 = time = 22
value = s0, 0

[State 200]
type = PlaySnd
triggerall = movecontact = 0
trigger1 = time = 32
trigger2 = time = 42
value = s0, 1

[State 510, 0]
type = Velset
trigger1 = AnimElemtime(7) <= 0
x = 4

[State 510, 0]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 510, 0]
type = Velset
trigger1 = AnimElem = 9
x = 8

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

