; これはカンフーマンのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  power             = 3000
;体力ゲージの初期値
life = 1200
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 120
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 50
  ;倒れてから起上がるまでのフレーム数
liedown.time = 60
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = -1
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 150
IntPersistIndex	= 50
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 60          ;キャラの高さ
attack.dist = 160    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = -5, -90   ;頭の大体の座標
mid.pos = -5, -60    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 1      ;前進の速度
walk.back = -1     ;後退の速度
run.fwd  = 3.6    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -4.2,-6 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-8    ;垂直ジャンプの速度
jump.back = -2.2    ;後ジャンプの速度
jump.fwd = 2.2       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .60         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State changestate]
Type = ChangeState
TriggerAll = Var(59) != 0
Trigger1 = time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1];小ジャンプ
type = VarSet
Trigger1 = var(1) = 0
trigger1 = command != "holdup"
var(4) = 1

[State 40, 2]
type = VarSet
Trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 4];小ジャンプ
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 821, 1] ;←varをOFFにするステート
type = varset
Trigger1 = stateno = 50
Trigger1 = time = 2
v = 1
value = 0

[State 821, 1] ;←ジャンプ力にveladdを使って加速
type = veladd
Trigger1 = var(1) = 1
y = -1.5

[State 821, 1] ;←前にボタンを押してたら前にも加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdfwd"
x = 1.3

[State 821, 1] ;←後ろなら後ろに加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdback"
x = -0.5

[State -1]
Type           = AfterImage
Trigger1 = var(1) = 1
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1 = var(1) = 1
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1 = var(1) = 1
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1];小ジャンプ
type = VarSet
Trigger1 = var(59)>0
var(4) = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = enemyNear(var(57)),StateType != L || P2BodyDist X >= 30
Trigger1 = enemyNear(var(57)),MoveType = H || Random <= 333 || enemyNear(var(57)),StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = enemyNear(var(57)),StateType != L
Trigger1 = enemyNear(var(57)),MoveType != H
Trigger1 = BackEdgeBodyDist>60
Trigger1 = Random <= 500
sysvar(1) = -1

[State 40, 4];小ジャンプ
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 42]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = enemyNear(var(57)),StateType != L || P2BodyDist X >= 30
Trigger1 = enemyNear(var(57)),MoveType = H || Random <= 333 || enemyNear(var(57)),StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = enemyNear(var(57)),StateType != L
Trigger1 = enemyNear(var(57)),MoveType != H
Trigger1 = BackEdgeBodyDist>60
Trigger1 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 821, 1] ;←varをOFFにするステート
type = varset
Trigger1 = var(59)>0
v = 1
value = 1

[State 821, 1] ;←ジャンプ力にveladdを使って加速
type = veladd
Trigger1 = var(1) = 1
y = -1.5

[State 821, 1] ;←前にボタンを押してたら前にも加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdfwd"
x = 1.3

[State 821, 1] ;←後ろなら後ろに加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdback"
x = -0.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 45]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = enemyNear(var(57)),StateType != L || P2BodyDist X >= 30
Trigger1 = enemyNear(var(57)),MoveType = H || Random <= 333 || enemyNear(var(57)),StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = enemyNear(var(57)),StateType != L
Trigger1 = enemyNear(var(57)),MoveType != H
Trigger1 = BackEdgeBodyDist>60
Trigger1 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 821, 1] ;←varをOFFにするステート
type = varset
Trigger1 = var(59)>0
v = 1
value = 1

[State 821, 1] ;←ジャンプ力にveladdを使って加速
type = veladd
Trigger1 = var(1) = 1
y = -1.5

[State 821, 1] ;←前にボタンを押してたら前にも加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdfwd"
x = 1.3

[State 821, 1] ;←後ろなら後ろに加速
type = veladd
Trigger1 = var(1) = 1
Trigger1 = command = "holdback"
x = -0.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 55
ctrl = 1

[Statedef 55]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State -3]
Type = ChangeState
Value = 3050
triggerall=alive
triggerall=time >= 10
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X>=50
TriggerAll=(enemyNear(var(57)),AnimTime<=-10&&!enemyNear(var(57)),Ctrl)
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=enemyNear(var(57)),vel x=[-3,3]
;Triggerall = enemyNear(var(57)),Time>=30||(!Time&&var(59)>9)||var(59)>9
TriggerAll = Power >= 2000
Trigger1=ctrl

; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59)<0
Trigger1 = command = "holddown"
Trigger2 = var(59)>0
Trigger2 = enemyNear(var(57)),StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59)<0
Trigger1 = command != "holddown"
Trigger2 = var(59)>0
Trigger2 = enemyNear(var(57)),StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59)<0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59)<0
Trigger1 = command = "holddown"
Trigger2 = var(59)>0
Trigger2 = enemyNear(var(57)),StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,9]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (10-(var(59)))*100
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59)<0
Trigger1 = command != "holddown"
Trigger2 = var(59)>0
Trigger2 = enemyNear(var(57)),StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,9]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (10-(var(59)))*100
value = 140

; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
triggerall = sysvar(0)
trigger1 = !var(59)
trigger1 = command = "holdback" 
trigger1 = inguarddist
trigger2 = var(59)
trigger2 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,9]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (10-(var(59)))*100
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 140, 5] ;Implemented within engine
type = ChangeState
trigger1 = AnimTime = 0
value = (statetype = C)*11 + (statetype = A)*51

[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State -2, a];
type = palfx
trigger1 = time = 0
time = 20
add = -90,-90,-90
color = 1
ignorehitpause = 1
sinadd = 60,60,60,80

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59) <= 0),(command = "holddown"),(enemyNear(var(57)),statetype != A))

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State -2, a];
type = palfx
trigger1 = time = 0
time = 20
add = -90,-90,-90
color = 1
ignorehitpause = 1
sinadd = 60,60,60,80

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59) <= 0),(command = "holddown"),(enemyNear(var(57)),statetype != A))

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = enemyNear(var(57)),statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1


[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State -2, a];
type = palfx
trigger1 = time = 0
time = 20
add = -90,-90,-90
color = 1
ignorehitpause = 1
sinadd = 60,60,60,80

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
triggerall = sysvar(0)
trigger1 = !var(59)
trigger1 = inguarddist
trigger1 = command = "holdback"
trigger2 = var(59)
trigger2 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
trigger1 = var(59) <= 0
trigger1 = Command = "recovery"
trigger2 = var(59)>0&&Random<var(59)*21
value = 5201 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z"
trigger2 = var(59)>0&&Random<var(59)*101
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------

[Statedef 5201]
type = S
physics = S
velset = 0,0
movetype = I
anim = 5201
ctrl = 0
facep2 = 1

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 4000, BGPalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0
ignorehitpause = 1

[state 190]
type = playsnd
trigger1 = animelem = 1
value = S40,0

[State 100, 2]
type = VelSet
trigger1 = time = 0
x = -6

[State 100, 2]
type = Veladd
trigger1 = time >= 0
x = 0.02

[State 100, 2]
type = VelSet
trigger1 = vel x >= 0
x = 0

[State 5201,3]
type = PosSet
trigger1 = time = 0
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 2

[State 5201,5]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 5202]
type = S
physics = S
velset = 0,0
movetype = I
anim = 4556
ctrl = 0
facep2 = 1

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 4000, BGPalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0
ignorehitpause = 1

[state 190]
type = playsnd
trigger1 = animelem = 1
value = S40,0

[State 100, 2]
type = VelSet
trigger1 = time = 0
x = 17

[State 100, 2]
type = Veladd
trigger1 = time >= 0
x = -0.03

[State 5201,3]
type = PosSet
trigger1 = time = 0
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 2

[State 5201,5]
type = ChangeState
trigger1 = Time >= 20
value = 0
ctrl = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[Statedef 700]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 700
ctrl = 0
sprpriority = 2

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 3
value = 255,255,255
persistent = 0

[State 820, 2]
type = Pause
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 25
movetime = 25
persistent = 0

[State 820, 2]
type = Poweradd
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
value = -1000
persistent = 0

[State 820, 1]
type = notHitBy
trigger1 = Time >= 0
value = SCA, AA, AP
time = 2

[State 820, 1]
type = HitBy
trigger1 = 1
value = SCA, AT

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 840, 1]
type = Velset
trigger1 = animelem = 3
x = 3

[State 840, 1]
type = Velset
trigger1 = animelem = 5
x = 9.5

[State 840, 1]
type = Velset
trigger1 = animelem = 7
x = 6

[State 840, 1]
type = Velset
trigger1 = animelem = 8
x = 3

[State 840, 1]
type = Velset
trigger1 = animelem = 9
x = 2

[State 840, 1]
type = Velset
trigger1 = animelem = 10
x = 0

[State 700]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1300]
type = PosSet
trigger1 = 1
y = 0

[Statedef 701]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 701
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 700]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 702]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 105
velset = 0,0
ctrl = 0
sprpriority = 2

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 3
value = 255,255,255
persistent = 0

[State 820, 2]
type = Pause
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
time = 10
movetime = 10
persistent = 0

[State 820, 2]
type = Poweradd
trigger1 = prevstateno = [150,151]
trigger2 = prevstateno = [152,153]
value = -1000
persistent = 0

[State 820, 1]
type = notHitBy
trigger1 = Time >= 0
value = SCA, AA, AP
time = 2

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, AT
time = 15

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 13
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 140 , 35 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 13
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 175 , 85 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 13
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 290 , 130 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 840, 1]
type = Velset
trigger1 = time >= 2
trigger1 = time <= 4
x = -2

[State 840, 1]
type = Velset
trigger1 = time >= 4
trigger1 = time <= 13
x = -6.2

[State 840, 1]
type = Velset
trigger1 = time >= 13
x = -3

[State 700]
type = ChangeState
trigger1 = time >= 15
value = 701

[State 1300]
type = PosSet
trigger1 = 1
y = 0

[Statedef 703]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 4555
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 700]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

[Statedef 100]
type = S
physics = S
anim = 100
ctrl = 0
sprpriority = 1

[State 100, 1]
Type = null;CtrlSet
TriggerAll = Var(20) = 0
Trigger1 = Time >= 5
Trigger1 = Command = "holdfwd"
Value = 1

[State 100, 2]
type = VelSet
trigger1 = animelemtime(5) >= 0
x = const(velocity.run.fwd.x)

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoWalk

[State 100, 効果音]
type = null;PlaySnd
TriggerAll = Palno = [1,6]
trigger1 = Time = 1
value = S100, 0


[State 100, 6]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = command != "holdfwd"
value = 101

[State 100,ﾀﾞｯｼｭｽﾃｯﾌﾟ DashStop]
type = ChangeState
TriggerAll = var(59)>0
Trigger1 = inguarddist
Trigger2 = enemyNear(var(57)),MoveType!=H
Trigger2 = P2BodyDist X<=90
Trigger2 = P2BodyDist Y>=-120
Trigger3 = P2BodyDist X<=10
value = 101
ctrl = 1

;------------------------------------------------------------------------
[Statedef 101];仮ブレーキ
type = S
physics = S
anim = 101
sprpriority = 1
ctrl = 0

[State 101, 追加です]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x) - 3

[State 100]
type = VarSet
trigger1 = 1
fv = 17
value = 0

[State 101, 追加]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[Statedef 182]
type = S
ctrl = 0
anim = 1811
velset = 0,0

[State a]
type = Explod
trigger1 = time <= 20
anim = 4547
sprpriority = 5
postype = p1
pos = 30 - (random%60),0 
scale = 0.8,0.8
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5+ ((random%8)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-20*time),20*time

;---------------------------------------------------------------------------
; 開始前の動作
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 位置]
type = posset
trigger1 = time <= 30
Y = -600

[State 190]
type = screenbound
Trigger1 = 1
movecamera = 1,0

[State 190]
type = changeanim
Trigger1 = animelem = 9
value = anim
elem = 6

[State 190, 重力]
type = veladd
Trigger1 = 1
y = 1

[State 190, ステート脱出]
type = selfstate
Trigger1 = Pos Y >= -10
value = stateno + 1

[State 190, イントロ宣言]
type = assertspecial
trigger1 = 1
flag = intro

[Statedef 191]
type = S
ctrl = 0
velset = 0,0
anim = 191

[State 100, 4]
type           = Explod
trigger1       = animelem = 1
anim           = 1013
sprpriority    = 5
postype        = p1
pos            = 10,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.75,0.75

[State 100, 4]
type           = Explod
trigger1       = animelem = 1
anim           = 1014
sprpriority    = 5
postype        = p1
pos            = -10,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.75,0.75

[State 190]
type = posset
Trigger1 = 1
y = 0

[State 100, 4]
type           = Explod
trigger1       = Time = 0
anim           = 6200
sprpriority    = 4
postype        = p1
pos            = 0,8
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[state 6500,1]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8
freq = 95
phase = 95

[State 190, playsnd]
type = playsnd
trigger1 = time = 0
value = 400,24

[State 190, イントロ宣言]
type = assertspecial
trigger1 = 1
flag = intro

[State 190, posset]
type = posset
Trigger1 = Pos Y > 0
y = 0

[State 191, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 200
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 20, 0
animtype = Light
guardflag = M
hitflag = MAF
getpower = 50,10
givepower = 15,5
priority = 8, Hit
pausetime = 9, 9
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0.8,-1.7
fall.recovertime = 18
air.hittime = 15
air.fall = 1
yaccel = .44

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;5B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 210
sprpriority = 2

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 40

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 193, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 6, Hit
pausetime = 14, 14
getpower = 130,30
givepower = 45,15
sparkno = S8200
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 3
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -6,8
airguard.velocity = -6.9,-1.6
air.type = High
air.velocity = -6,8
fall.recovertime = 20
air.hittime = 17
fall = 1
yaccel = 1.44
envshake.time = 15
envshake.ampl = 18
envshake.freq = 100
envshake.phase = 100

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8503
ID       = 8503
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 4
ignorehitpause = 1
persistent = 0

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;6B
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 220
sprpriority = 2

[State 215, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 40

[State 215, 前進]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 12

[State 215, 前進]
type = velset
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
x = 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500, 11
ignorehitpause = 1
persistent = 0

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 75, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 6, Hit
pausetime = 9, 9
getpower = 130,30
givepower = 45,15
sparkno = S8200
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S500, 2
guardsound = S120, 1
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -6,8
airguard.velocity = -6.9,-1.6
air.type = High
air.velocity = -6,8
fall.recovertime = 20
air.hittime = 17
fall = 1
yaccel = .44
envshake.time = 15
envshake.ampl = 4
envshake.freq = 120
envshake.phase = 120

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500,5
ignorehitpause = 1
persistent = 0
freqmul = 1.5

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8502
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 215, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 2200
sprpriority = 2
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-1000,0)

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 16
movetime = 16

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
value = SCA, AA, AP
time = 17

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 3
value = 255,255,255

[State 220, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 40

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4

[State 220, 前進]
type = velset
trigger1 = animelem = 4
x = 2
persistent = 0

[State 220, 前進]
type = velset
trigger1 = animelem = 5
x = 8

[State 220, 前進]
type = velset
trigger1 = animelem = 6
x = 4

[State 220, 前進]
type = velset
trigger1 = animelem = 7
x = 2

[State 220, 前進]
type = velset
trigger1 = animelem = 8
x = 0

[State 100, 2]
type = posadd
trigger1 = animelem = 8
x = -7

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 82, 0
animtype = Hard
guardflag = MA
hitflag = MA
priority = 7, Hit
pausetime = 14, 14
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
p2stateno = 221
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8503
ID       = 8503
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 221];相手吹っ飛び
type     = A                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = H                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = N                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 0                     ;攻撃を当てた時に溜まるジャグルポイントの設定
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
poweradd = 0                   ;パワーゲージの増加量を設定
velset = 0,0
sprpriority = 0                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
facep2 = 1

[State 221]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 221]
type = changeanim2
trigger1 = 1
value = 5035

[State 221]
type = velset
trigger1 = time > 10
x = -25

[State 221]
type = playerpush
trigger1 = time > 30
value = 0

[State 221, ステート変更]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger1 = time > 10
trigger2 = time > 110
value = 2210

[Statedef 2210]
type    = A
movetype= H
physics = N
velset = 0,0

[State 222]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 222]
type = changeanim
Trigger1 = SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

[State 222]
type = changeanim
Trigger1 = !SelfAnimExist(5061)
trigger1 = time = 0
value = 5050

[state 6500,1]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -18
freq = 95
phase = 95

[State -2, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 4
under = 1

[State 222]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 222]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 222, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 222]
type = null;Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50 ;（※５）
postype = back
sprpriority = 3

[State 222, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 222, 速度]
type = velset
trigger1 = Time = 10
x = 0.7
y = -6

[State 222, 速度]
type = veladd
trigger1 = Time > 10
y = .6

[State 222, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 300]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 300
sprpriority = 2

[State 300, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 20, 0
animtype = Light
guardflag = L
hitflag = MAF
getpower = 50,10
givepower = 15,5
priority = 8, Hit
pausetime = 9, 9
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -30
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0.8,-1.7
fall.recovertime = 18
air.hittime = 15
air.fall = 1
yaccel = .44

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）
ctrl = 1

[Statedef 310]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 320
sprpriority = 2

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 40

[State 320, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 55, 0
animtype = medium
guardflag = MA
hitflag = MAF
getpower = 79,14
givepower = 10,5
priority = 7, Hit
pausetime = 11, 11
guard.pausetime = 11, 21
sparkno = S8100
guardsound = S120, 1
guard.sparkno = S8300
sparkxy = -25, -20-random%50
hitsound = S500, 0
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -3,-7.5
airguard.velocity = -3.4,-3.2
air.type = Low
air.velocity = -3,-6
fall.recovertime = 49
guard.velocity = -5
air.hittime = 39
fall = 1
yaccel = .34
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500,5
ignorehitpause = 1
persistent = 0
freqmul = 1.5

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8502
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）
ctrl = 1

[Statedef 400]
type    = A
movetype= A
physics = A
juggle  = 8
ctrl = 0
anim = 400
sprpriority = 2

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 0, 4

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 0, 3

[State 640, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 65
priority = 5, Hit
guardflag = HA
getpower = 78,29
pausetime = 9,9
sparkno = s8100
sparkxy = -10,-65
hitsound   = s5,2
guard.sparkno = s8300
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3,-4
id = 400
nochainid = 400

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8504
ID       = 8504
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = null;EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

;投げ
[Statedef 600]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = HitDef
Trigger1 = time = 0
trigger1 = enemyNear(var(57)),stateno != [5000,5150]
attr = S, ST          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
;p1facing = ifelse(command = "holdfwd", 1, -1) ;攻撃が当たった時の自分の向き ★６
;p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 601       ;自分のステート変更
p2stateno = 602       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 601]
type    = S
movetype= A
physics = N
anim = 601
ctrl = 0

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = null;Posadd
Trigger1 = frontedgebodydist < 50
x = -22

[State 601]
type = targetbind
Trigger1 = animelemtime(8) <= 0
pos = 52,0

[State 601]
type = targetstate
Trigger1 = animelem = 3
value = 603

[State 601]
type = targetstate
Trigger1 = animelemtime(8) = 0
value = 6068

[State 601]
type = targetlifeadd
Trigger1 = animelem = 3
Trigger2 = animelem = 8
value = -50

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 3
Trigger2 = animelem = 8
time = 15
ampl = -10
freq = 100
phase = 100

[State 1000, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 2
Trigger2 = animelem = 7
value = s500,10
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 2
Trigger2 = animelem = 7
value = 500, 14
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 2
Trigger2 = animelem = 7
value = 500, 14
freqmul = 0.8

[State 601]
type = poweradd
Trigger1 = animelem = 3
Trigger2 = animelem = 8
value = 20

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 3
Trigger2 = animelem = 8
value = 500,5
ignorehitpause = 1

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 3
Trigger2 = animelem = 8
value = 5,4
ignorehitpause = 1

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
Trigger1 = animelem = 3
Trigger2 = animelem = 8
Stateno  = 8502
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -2, EnvColor]
type = EnvColor
Trigger1 = animelem = 3
Trigger2 = animelem = 8
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime >= 0
value = 0
ctrl = 1

[Statedef 602]
type    = S
movetype= H
physics = N
ctrl = 0

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 602, アニメ変更]
type = Changeanim
Trigger1 = 1
value = 602

[State 602, アニメ変更]
type = Changeanim2
Trigger1 = 1
value = 602

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 602, ステート脱出]
type = selfstate
Trigger1 = time > 50
value = 0
ctrl = 1

[Statedef 603]
type    = S
movetype= H
physics = N
facep2 = 1
ctrl = 0

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 603, アニメ変更]
type = Changeanim
Trigger1 = time = 0
value = 603

[State 603, アニメ変更]
type = Changeanim2
Trigger1 = time = 0
value = 603

[State 603, ステート脱出]
type = selfstate
Trigger1 = time > 50
value = 0
ctrl = 1


[Statedef 604]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 902, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3003, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 604

[State 3003, ChangeAnim]
type = ChangeAnim
trigger1 = anim =  604 && animtime = 0
value = 5080

[State 105, 1]
type = statetypeset
triggerall = Anim = 5080
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
statetype = L

[State 3450,1]
type = ChangeAnim
triggerall = Anim = 5080
trigger1 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5110

[State 1100, Velocity]
type = null;VelSet
trigger1 = Time = 16
x = 0

[State 3002, ChangeAnim]
type = SelfState
triggerall = Time >= 80
trigger1 = anim = 5110
trigger2 = Time >= 230
value = ifelse(alive, 5120, 5150)

;---------------------------------------------------------------------------
; カンフー突き手・弱
; 
;   これは必殺技のステートです、主な違いはattrがS, SAになっているところで
;   意味はＳ：立ち Ｓ：必殺技 Ａ：攻撃となっています。
;   これは相手のとる反応を左右するので正確にする必要があります
;   後、攻撃が近くで当たるのと遠くで当たるのを区別しています
;   1000,5はtrigger1 = p2bodydist X < 40と記述があります
;   意味は「相手の水平位置が40より近い」ということです。
;   1000,6はtrigger1 = p2bodydist X >= 40となっています、すると
;   意味は「相手の水平位置が40以上」となっているので近くなら強く
;   遠くなら弱くダメージがあると言う事です。

[Statedef 1000]
type     = S
movetype = A
physics  = S
poweradd = 140
velset   = 0,0
anim     = 1005
ctrl     = 0
sprpriority = 2

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 11

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s500,10
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 500, 14
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 500, 14
freqmul = 0.8

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 6
anim           = 6500
sprpriority    = 5
postype        = p1
scale = 0.9,0.9
pos            = -25,20 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 7
anim           = 6501
sprpriority    = 5
postype        = p1
pos            = -25,20 
scale = 0.9,0.9
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 110, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 25
getpower = 120,40
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S500,11
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.7
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -5,-2
fall.recovertime = 22
air.hittime = 21
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 10
envshake.freq = 100
envshake.phase = 100
p2stateno = 6068

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8502
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500,5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5,4
ignorehitpause = 1
persistent = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1010
sprpriority = 2
poweradd = 140

[State 800, 1]
type = HitDef
Trigger1 = time = 0
Trigger1 = p2stateno != [120,159];150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, ST
hitflag = M
priority = 5, hit
sparkno = -1
p2facing = 1
p1stateno = 1011       ;自分のステート変更
p2stateno = 1015       ;相手を制御するステートに行かせる
;guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1011]
type    = S
movetype= A
physics = N
anim = 1011
ctrl = 0
sprpriority = 1

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = null;Posadd
Trigger1 = frontedgebodydist < 50
x = -22

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 13,-68

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = -19,-89

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = -17,-87

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = -27,-86

[State 601]
type = targetbind
Trigger1 = animelem = 5
pos = 14,-39

[State 601]
type = targetbind
Trigger1 = animelem = 6
pos = 34,-9

[State 601]
type = targetstate
Trigger1 = animelem = 6
value = 6068

[State 601]
type = targetlifeadd
Trigger1 = animelem = 6
value = -215

[State 601]
type = poweradd
Trigger1 = animelem = 6
value = 40

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,23

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 5,4

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,24

[State 601]
type = null;playsnd
Trigger1 = animelem = 6
value = 400,22

[State 601]
type = null;playsnd
Trigger1 = animelem = 6
value = 500,7

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 6
time = 25
ampl = -30
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 1013
sprpriority    = 9
postype        = p1
pos            = 50,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 1014
sprpriority    = 9
postype        = p1
pos            = 30,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 8700
sprpriority    = 999
postype        = left
scale          = 0.5,0.5 
pos = 0,0
ontop = 1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
Trigger1 = animelem = 6
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime >= 0
value = 0
ctrl = 1

[Statedef 1015]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 602, アニメ変更]
type = Changeanim
Trigger1 = time = 0
value = 1015

[State 602, アニメ変更]
type = Changeanim2
Trigger1 = time = 0
value = 1015

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 602, ステート脱出]
type = selfstate
Trigger1 = time > 150
value = 0
ctrl = 1


[Statedef 1020]
type     = C
movetype = A
physics  = S
poweradd = 120
velset   = 0,0
anim     = 1020
ctrl     = 0
sprpriority = 2

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 160, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 25
getpower = 60,30
givepower = 30,10
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5,4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.7
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -5,-2
fall.recovertime = 22
air.hittime = 21
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 6068

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8503
ID       = 8503
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 400,23
ignorehitpause = 1
persistent = 0

[State 100, 4]
type           = Explod
trigger1       = animelem = 3
anim           = 1021
sprpriority    = 7
postype        = p1
pos            = 40,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1       = animelem = 3
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 3
time = 25
ampl = -25
freq = 115
phase = 115

[State 900]
Type = Helper
trigger1       = animelemtime(3) = 2
Stateno = 1021
ID = 1020
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(3) = 2
Stateno = 1021
ID = 1021
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 6
Stateno = 1021
ID = 1020
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 6
Stateno = 1021
ID = 1021
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 11
Stateno = 1021
ID = 1020
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 11
Stateno = 1021
ID = 1021
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 400, 24
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 400, 23
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 500, 9
freqmul = 0.9

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1021]
type    = C
movetype= A
physics = N
velset = 0,0
anim = 1022

[State 1000, ]
type = Velset
trigger1 = ishelper(1020)
trigger1 = time = 0
x = 30
Y = 0

[State 1000, ]
type = Velset
trigger1 = ishelper(1021)
trigger1 = time = 0
x = -30
Y = 0

[State 6300]
type = Turn
trigger1 = ishelper(1020)
trigger1 = time = 0

[State 440, 3]
type = HitDef
trigger1 = time = 0
attr = C, SP
damage    = 112
hitflag = M
guardflag = L
pausetime = 0,15
sparkno = S8000
sparkxy = -10,-10
hitsound   = S5,4
guardsound = S120,1
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0.5,-5
air.velocity = 0.5,-5
guard.velocity = 7
fall = 1
fall.recover = 0
id = 1020
nochainid = 1020

[State -2]
Type     = null;Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8503
ID       = 8503
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 32
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 210 , 210 , 210
PalAdd         = 0 , 0 , 0
PalMul         = .8 , .8 , .8

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = add

[State 1000, 5]
type = destroyself
trigger1 = time >= 100
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 1030]
type     = S
movetype = A
physics  = S
poweradd = 140
velset   = 0,0
anim     = 1030
ctrl     = 0
sprpriority = 2

[State 900]
Type = Helper
trigger1       = animelem = 3
Stateno = 1031
ID = 1031
pos            = 25,-85
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,10
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 500, 14
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 500, 14
freqmul = 0.8

[State 100, 4]
type           = null;Explod
trigger1 = AnimElem = 3
anim           = 1031
sprpriority    = 6
postype        = p1
pos            = 5,-45 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = null;Explod
trigger1 = AnimElem = 4
anim           = 1031
sprpriority    = 5
postype        = p1
pos            = 5,-45 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 60, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 22
getpower = 60,20
givepower = 30,10
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S500,11
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
guard.velocity = -6.9
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -4,-2
fall.recovertime = 22
air.hittime = 18
fall.recovertime = 25
air.fall = 1
envshake.time = 15
envshake.ampl = 10
envshake.freq = 100
envshake.phase = 100

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500,5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5,4
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8502
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1031]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1031
sprpriority = 6

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.8,1.4
value = -70

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 1032
ID = 1032
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add


[State 2593, 自己消滅]
type = DestroySelf
trigger1 = animTime = 0

[Statedef 1032]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1031
sprpriority = 6

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 30
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 145
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.9,1.5
value = -70

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = animTime = 0


[Statedef 1040]
type     = S
movetype = A
physics  = S
poweradd = 140
velset   = 0,0
anim     = 1040
ctrl     = 0
sprpriority = 2

[state a]
type = varset
triggerall = var(59) = 0
trigger1 = command = "x"
trigger1 = time = 0
V = 7
value = 0

[state a]
type = varset
triggerall = var(59) = 0
trigger1 = command = "a"
trigger1 = time = 0
V = 7
value = 1

[state a]
type = varset
triggerall = var(59) = 0
trigger1 = command = "y"
trigger1 = time = 0
V = 7
value = 2

[state a]
type = varset
triggerall = var(59) = 0
trigger1 = command = "b"
trigger1 = time = 0
V = 7
value = 3

[state a]
type = varset
triggerall = var(59) >= 1
triggerall = animelemtime(7) <= 0
Trigger1 = enemyNear(var(57)),statetype = L
Triggerall = enemyNear(var(57)),alive = 1
Trigger2 = p2bodydist X = [30,70]
V = 7
value = 0

[state a]
type = varset
triggerall = var(59) >= 1
triggerall = animelemtime(7) <= 0
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),alive = 1
Trigger1 = p2bodydist X = [100,140]
V = 7
value = 1

[state a]
type = varset
triggerall = var(59) >= 1
triggerall = animelemtime(7) <= 0
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),alive = 1
Trigger1 = p2bodydist X = [170,210]
V = 7
value = 2

[state a]
type = varset
triggerall = var(59) >= 1
triggerall = animelemtime(7) <= 0
Triggerall = enemyNear(var(57)),statetype != L
Triggerall = enemyNear(var(57)),alive = 1
Trigger1 = p2bodydist X >= 210
V = 7
value = 3

[State 2900, 1]
type = helper
trigger1 = Animelem = 7
stateno = 1041
id = 1040
persistent = 0
pos = 70*var(7)+60,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1041]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1041
ctrl     = 0
sprpriority = 20

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 150, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 15
getpower = 30,15
givepower = 15,5
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5,4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
guard.velocity = -7
airguard.velocity = -5,-3
ground.velocity = -3,-10
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -3,-10
fall.recovertime = 32
air.hittime = 21
fall = 1
air.fall = 1

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8503
ID       = 8503
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 400,23
ignorehitpause = 1
persistent = 0

[State 100, 4]
type           = Explod
trigger1       = time%20 = 1
anim           = 1021
sprpriority    = 27
postype        = p1
pos            = 0,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.75,0.75

[State 100, 4]
type           = Explod
trigger1       = time%20 = 1
anim           = 6200
sprpriority    = 28
postype        = p1
pos            = 0,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 900]
Type = Helper
trigger1       = animelem = 2
Stateno = 1042
ID = 1042
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 900]
Type = Helper
trigger1       = animelem = 1
Stateno = 1043
ID = 1043
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 24
freqmul = 0.85

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 23
freqmul = 0.85

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 8
freqmul = 0.85

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 1
time = 25
ampl = -15
freq = 115
phase = 115

[State 1000, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 11
movetype = I

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 220
value = 1045

[Statedef 1042]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1043
sprpriority = 0

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 1.1-((random%30)*0.01),1.1-((random%30)*0.01)

[State 2038, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 100,256

[State 10050]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = time >= 220


[Statedef 1043]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 1042
ctrl = 0
sprpriority = -15
velset = 0,0

[State -2]
type = PlayerPush
trigger1 = 1
value = 1

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 1043
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = parent,stateno = 1045
trigger2 = time >= 280


[Statedef 1045]
SprPriority = 5

[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Var(10) > 0
V = 10
Value = -16

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(10) < 0
V = 10
Value = 0

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(10), Var(10), Var(10)

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 15


[Statedef 1050]
type    = S
movetype= A
physics = S
poweradd= 110
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s40,1

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s400,19

[State 1010]
type = Helper
trigger1 = animelemtime(4) = 0
stateno = 1051
id = 1051
helpertype = normal
pos = 15,-54
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1010]
type = Helper
trigger1 = animelemtime(4) = 1
stateno = 1051
id = 1051
helpertype = normal
pos = 15,-54
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1010]
type = Helper
trigger1 = animelemtime(4) = 2
stateno = 1051
id = 1051
helpertype = normal
pos = 15,-54
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1051]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1051
sprpriority = 4


[State 1000, ]
type = Velset
trigger1 = time = 0
X = 7+random%5
Y = -1-random%5

[State 1000, ]
type = Veladd
trigger1 = time >= 0
y = .20

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = 1
Value = 0+var(22)

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = time = 0
V = 22
Range = 3, 8

[State 440, 3]
type = HitDef
trigger1 = 1
attr = S, SP
damage    = 43
hitflag = MA
guardflag = MA
pausetime = 0,13
sparkno = S8200
guard.sparkno = S8400
sparkxy = -10,-10
hitsound   = S5,2
guardsound = S120,1
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-2
air.velocity = -5,-4
guard.velocity = -7
;fall = 1

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 400,20
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5,5
ignorehitpause = 1
persistent = 0

[State 1001, ステート変更]
type = changestate
trigger1 = pos Y >= -10
Trigger2=  movecontact
value = 1052


[Statedef 1052]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1051
sprpriority = 4

[state 6500,1]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -15
freq = 105
phase = 105

[State 1050, 1]
type = PlaySnd
trigger1 = time = 0
value = s400,24

[State 1000, ]
type = Velset
trigger1 = time = 0
X = -5+random%4
Y = -3-random%3

[State 1000, ]
type = Veladd
trigger1 = time <= 6
X = .35

[State 1000, ]
type = Veladd
trigger1 = time >= 0
y = .40

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = 1
Value = 0+var(22)

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = time = 0
V = 22
Range = -3, -8

[State 6005, ChangeState]
Type = destroyself
Trigger1 = !(ScreenPos X = [-100,420])
Trigger2 = !(ScreenPos Y = [-100,340])


[Statedef 1060]
type     = S
movetype = A
physics  = S
poweradd = 140
velset   = 0,0
anim     = 1060
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s820,1
freqmul = 0.5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s500,6
freqmul = 0.7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1400,0
freqmul = 0.7

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 4
time = 10
ampl = -10
freq = 95
phase = 95

[State 3000]
Type = Varadd
Trigger1 = animelem = 4
V = 26
value = 3
SuperMove   = 1
IgnoreHitPause = 1
persistent = 0

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 4
anim           = 6003
sprpriority    = 5
postype        = p1
pos            = -1,-57
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 4
anim           = 1061
sprpriority    = 5
postype        = p1
pos            = -5,-57
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 4
anim           = 1062
sprpriority    = 5
postype        = p1
pos            = 5,-57
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


[Statedef 1070]
type     = S
movetype = A
physics  = S
poweradd = 140
velset   = 0,0
anim     = 1070
ctrl     = 0
sprpriority = 2

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 5
time = 12
ampl = 15
freq = 90

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s50,2
freqmul = 0.9

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s500,4
freqmul = 0.75

[State 100, 4]
type           = Explod
trigger1 = animelem = 5
anim           = 1071
sprpriority    = 5
postype        = p1
pos            = 0,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[state -2]
type = nothitby
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) <= 1 
value= SA,NP,SP,HP
time = 2
ignorehitpause = 1

[state -2]
type = hitby
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) <= 1 
value= SA,NA,SA,HA
time = 2
ignorehitpause = 1

[State 100, 4]
type           = Explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) <= 1
trigger1 = time%3 = 1
anim           = 1072
sprpriority    = 5
postype        = p1
pos            = 0,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 1000]
type = changeanim
trigger1 = animelemtime(7) = [0,1]
trigger1 = p2bodydist x >= 65
trigger2 = time >= 200
value = 1070
elem = 7

[State 900]
Type = Helper
trigger1       = animelem = 9
Stateno = 1071
ID = 1071
pos            = 25,-10
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s500,10
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 500, 14
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 500, 14
freqmul = 0.8

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 80, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 12, 22
getpower = 60,20
givepower = 30,10
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S500,11
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
guard.velocity = -6.9
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -4,-2
fall.recovertime = 22
air.hittime = 18
fall.recovertime = 25
air.fall = 1
envshake.time = 15
envshake.ampl = 10
envshake.freq = 100
envshake.phase = 100

[state a]
type = velset
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) <= 1
x = 12
y = 0

[state a]
type = velset
trigger1 = animelem = 8
x = 7
y = 0

[state a]
type = velset
trigger1 = animelem = 10
x = 5
y = 0

[state a]
type = velset
trigger1 = animelem = 11
x = 3
y = 0

[state a]
type = velset
trigger1 = animelem = 12
x = 2
y = 0

[state a]
type = velset
trigger1 = animelem = 13
x = 1
y = 0

[state a]
type = velset
trigger1 = animelem = 14
x = 0
y = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500,5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5,4
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8502
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1071]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1073
sprpriority = 6

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 1072
ID = 1072
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.7,1.6
value = 30

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = animTime = 0

[Statedef 1072]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1073
sprpriority = 6

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 30
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 145
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.7,1.6
value = 30

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = animTime = 0

[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1080
sprpriority = 2
poweradd = 140

[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159];150 && 151 && 152 && 153 && 130 && 131 && 140
Trigger2 = p2stateno != 3505
attr = S, ST
hitflag = M
priority = 5, hit
sparkno = -1
p2facing = 1
p1stateno = 1081       ;自分のステート変更
p2stateno = 1085       ;相手を制御するステートに行かせる
;guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1081]
type    = S
movetype= A
physics = N
anim = 1081
ctrl = 0
sprpriority = 2

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 15,-67

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = 17,-80

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = 12,-85

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = 17,-80

[State 601]
type = targetbind
Trigger1 = animelem = 5
pos = 15,-67

[State 601]
type = targetbind
Trigger1 = animelem = 6
pos = -20,-69

[State 601]
type = targetbind
Trigger1 = animelem = 7
pos = -11,-72

[State 601]
type = targetbind
Trigger1 = animelem = 8
pos = 10,-58


[State 601]
type = targetstate
trigger1 = AnimElemtime(3) <= 20
value = 1085

[State 100, 4]
type           = Explod
trigger1 = AnimElemtime(3) = 20
anim           = 8701
sprpriority    = 999
postype        = p1
scale          = 1,1
pos = 12,-85
ontop = 1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 601]
type = targetstate
trigger1 = AnimElemtime(8) = 0
value = 1086

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = s40,1
freqmul = 0.8

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 20
value = s820,1
freqmul = 0.5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 20
value = s500,6
freqmul = 0.7

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 20
value = s1400,0
freqmul = 0.7

[state 6500,1]
type = EnvShake
trigger1 = AnimElemtime(3) = 20
time = 10
ampl = -10
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1 = AnimElemtime(3) = 20
anim           = 6003
sprpriority    = 5
postype        = p1
pos            = 12,-85
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = AnimElemtime(3) = 20
anim           = 1061
sprpriority    = 5
postype        = p1
pos            = 8,-85
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = AnimElemtime(3) = 20
anim           = 1062
sprpriority    = 5
postype        = p1
pos            = 18,-85
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime >= 0
value = 0
ctrl = 1

[Statedef 1085]
type    = S
movetype= H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 222, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4000, PalFX]
type = PalFX
trigger1 = time = [1,70]
time = 1
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 70
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 5,3,5
ignorehitpause = 1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1085

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3505

[Statedef 1087]
type    = S
movetype= H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4000, PalFX]
type = PalFX
trigger1 = time < 80
time = 1
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 80
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 5,5,5
ignorehitpause = 1

[State 821, 4]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3505

[State 106, 3]
type = changestate
trigger1 = time = 1
value = 3505

[Statedef 1086]
type    = S
movetype= H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 222, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 821, 4]
type = velset
trigger1 = time = 0
x = -3
y = -4

[State 821, 4]
type = veladd
trigger1 = time >= 0
y = .5

[State 4000, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 70
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 5,3,5
ignorehitpause = 1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3506

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1087

[Statedef 1090]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1090
sprpriority = 2
poweradd = 140

[State 800, 1]
type = HitDef
Trigger1 = p2stateno !=150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, ST
hitflag = AF
priority = 5, hit
pausetime = 0,0
priority = 1, Miss
sparkno = -1
p2facing = 1
p1stateno = 1091       ;自分のステート変更
p2stateno = 1095       ;相手を制御するステートに行かせる
;guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1091]
type    = S
movetype= A
physics = N
anim = 1091
ctrl = 0
sprpriority = 0

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 15,-67

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = -20,-69

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = -11,-72

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = 10,-0


[State 601]
type = targetstate
trigger1 = AnimElemtime(4) <= 0
value = 1085

[State 601]
type = targetstate
trigger1 = AnimElemtime(4) = 0
value = 1095

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = s40,1
freqmul = 1.0

[State 100, 4]
type           = Explod
trigger1 = time = 0
anim           = 1091
id = 1091
sprpriority    = 0
postype        = p1
pos            = 0,0
bindtime       = 1
ownpal         = 0
ignorehitpause = 1
removeongethit = 1
;trans = add

[State 10050]
Type = AssertSpecial
trigger1 = AnimElemtime(4) >= 1
Trigger1 = FrontEdgeDist > 280
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

;--------------------壁張り付き処理
[State 1045, VarSet]
Type = VarSet
Trigger1 = Time = 1
V = 17
Value = Floor(BackEdgeDist)

[State 1045, PosAdd]
Type = PosAdd
trigger1 = AnimElemtime(4) >= 1
Trigger1 = Var(17) <= 5
Trigger1 = FrontEdgeDist > 280
X = Floor(Var(17)-BackEdgeDist)

[State 1045, VarSet]
Type = VarSet
trigger1 = AnimElemtime(4) >= 1
Trigger1 = Floor(BackEdgeDist) <= 5
V = 17
Value = Floor(BackEdgeDist)

[State 1045, PosAdd]
Type = PosAdd
trigger1 = AnimElemtime(4) = 1
Trigger1 = Var(17)> 5
Trigger1 = BackEdgeDist > 5
Trigger1 = FrontEdgeDist > 280
X = IfElse(BackEdgeDist<35, -Floor(BackEdgeDist), -35)

[State 1045, PosAdd]
Type = PosAdd
trigger1 = AnimElemtime(4) >= 1
Trigger1 = BackEdgeDist > 5
Trigger1 = FrontEdgeDist > 280
X = IfElse(BackEdgeDist-35>4, -8, -4)

[State 3020, ScreenBound]
Type = ScreenBound
trigger1 = AnimElemtime(4) >= 1
Value = 1
Movecamera = 0, 0

[State 601, ステート脱出]
type = selfstate
Trigger1 = p2stateno = 1096
Trigger1 = p2movetype = H
Trigger1 = animelemtime(11) >= 0
Trigger2 = time >= 200
value = 1092


[Statedef 1092]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1092
ctrl     = 0
sprpriority = 2

[State 2000]
type = removeexplod
trigger1 = time = 0
id = 1091

[State 100, 4]
type           = Explod
trigger1 = time%3 = 1
anim           = 1072
sprpriority    = 5
postype        = p1
pos            = 0,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[state a]
type = velset
trigger1 = time >= 1
x = 16
y = 0

[State 1045, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
Trigger1 = FrontEdgeDist > 280
X = -100

[State 10050]
Type = AssertSpecial
Trigger1 = time <= 1
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 820, 1]
type = EnvShake
trigger1 = time = 0
time = 25
ampl = 15
freq = 90

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s50,2
freqmul = 0.9

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s500,4
freqmul = 0.75

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = Time >= 1
Value = 1
Movecamera = 0, 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = Time >= 150
trigger2 = p2bodydist x <= 50
value = 1093

[Statedef 1093]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1093
ctrl     = 0
sprpriority = 5

[State 100, 4]
type           = Explod
Trigger1 = animelem = 3
anim           = 8700
sprpriority    = 999
postype        = left
scale          = 0.5,0.5 
pos = 0,0
ontop = 1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[state a]
type = velset
trigger1 = time = 0
x = 10
y = 0

[State 601]
type = targetlifeadd
Trigger1 = animelem = 3
value = -180

[State -2, EnvColor]
type = EnvColor
trigger1 = animelem = 3
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 400,23
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 400, 24
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 400, 23
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 500, 9
freqmul = 0.9

[State 900]
Type = Helper
trigger1 = animelem = 3
Stateno = 1097
ID = 1097
Pos = 58,-38
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 900]
Type = Helper
trigger1 = animelem = 3
Stateno = 1098
ID = 1097
Pos = 58,-38
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 3
time = 25
ampl = -25
freq = 115
phase = 115

[State 601]
type = targetstate
trigger1 = AnimElemtime(3) = 0
value = 6068

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


[Statedef 1095];相手吹っ飛び
type     = A                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = H                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = N                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 0                     ;攻撃を当てた時に溜まるジャグルポイントの設定
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
poweradd = 0                   ;パワーゲージの増加量を設定
velset = 0,0
sprpriority = 4                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
facep2 = 1

[State 221]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 221]
type = changeanim2
trigger1 = 1
value = 5035

[State 221]
type = velset
trigger1 = time > 0
x = -25

[State 221]
type = playerpush
trigger1 = time > 10
value = 0

[State 221, ステート変更]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger1 = time > 10
trigger2 = time > 110
value = 1096

[Statedef 1096]
type    = A
movetype= H
physics = N
velset = 0,0

[State 222]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 222]
type = changeanim2
trigger1 = 1
value = 1095

[state 6500,1]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -10
freq = 95
phase = 95

[State 222, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 222]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50 ;（※５）
postype = back
sprpriority = 3

[State 222, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 222, 速度]
type = velset
trigger1 = Time >= 150
y = 10

[State 222, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 1097]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 6200
sprpriority = 6

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 90

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = animtime = 0

[Statedef 1098]
anim = 1094
SprPriority = 8

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 21
value = 0

[State -2,Explod]
type = varadd
trigger1 = time <= 5
V = 21
value = 15

[State -2,Explod]
type = varadd
trigger1 = time >= 5
V = 21
value = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.006*var(21),0.05*var(21);0.17,0.17

[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Var(10) > 0
V = 10
Value = -16

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(10) < 0
V = 10
Value = 0

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(10), Var(10), Var(10)

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 20

[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1010
sprpriority = 2
poweradd = -1000

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 16

[State 800, 1]
type = HitDef
Trigger1 = time = 0
Trigger1 = p2stateno != [120,159];150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, ST
hitflag = M
priority = 5, hit
sparkno = -1
p2facing = 1
p1stateno = 3001       ;自分のステート変更
p2stateno = 3005       ;相手を制御するステートに行かせる
;guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3001]
type    = S
movetype= A
physics = N
anim = 3011
ctrl = 0
sprpriority = 1

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(4) = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(4) = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(4) <= 30
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = animelem = 4
anim = 6003
postype = p1
pos = -27,-86
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = animelem = 4
anim = 6004
postype = p1
pos = -27,-86
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = animelem = 4
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
unhittable = 1

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = null;Posadd
Trigger1 = frontedgebodydist < 50
x = -22

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 13,-68

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = -19,-89

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = -17,-87

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = -27,-86

[State 601]
type = targetbind
Trigger1 = animelem = 5
pos = 14,-39

[State 601]
type = targetbind
Trigger1 = animelem = 6
pos = 34,-9

[State 601]
type = targetstate
Trigger1 = animelem = 6
value = 6068

[State 601]
type = targetlifeadd
Trigger1 = animelem = 6
value = -350
absolute = 1

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,23

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 5,4

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,24

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,22

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 500,12

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 500,1

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 6
time = 25
ampl = -30
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 8701
sprpriority    = 999
postype        = p1
scale          = 1,1
pos = 50,2
ontop = 1
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1

[State 2900, 1]
type = helper
trigger1 = animelem = 6
stateno = 3002
id = 3002
;persistent = 0
pos = 40,5
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
trigger1 = animelem = 6
stateno = 3003
id = 3002
;persistent = 0
pos = 40,5
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State -2, EnvColor]
type = EnvColor
Trigger1 = animelem = 6
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime >= 0
value = 0
ctrl = 1

[Statedef 3002]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1012
sprpriority = 20

[State 346, ]
type = sprpriority 
trigger1 = 1
value = 20
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 1.5,1.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 2
anim           = 1013
sprpriority    = 22
postype        = p1
pos            = 20,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 1,1

[State 100, 4]
type           = Explod
trigger1       = animelem = 2
anim           = 1014
sprpriority    = 22
postype        = p1
pos            = -20,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 1,1

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%2) = 1
anim = 6102
id = 1035
sprpriority = 5
postype = p1
pos = 25 - (random%50),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%5)
scale = 0.5,0.5
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 15
TimeGap        = 0
FrameGap       = 0
PalBright      = 0 , 0 , 0
PalContrast    = 70 , 40 , 90
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1001, ステート変更]
type = Destroyself
trigger1 = animtime = 0

[Statedef 3003]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1012
sprpriority = 20

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 1.6,1.6

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 15
TimeGap        = 0
FrameGap       = 0
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 250 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 1001, ステート変更]
type = Destroyself
trigger1 = animtime = 0


[Statedef 3005]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 602, アニメ変更]
type = Changeanim
Trigger1 = time = 0
value = 3015

[State 602, アニメ変更]
type = Changeanim2
Trigger1 = time = 0
value = 3015

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 602, ステート脱出]
type = selfstate
Trigger1 = time > 150
value = 0
ctrl = 1

[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1010
sprpriority = 2
poweradd = -2000

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 6

[State 800, 1]
type = HitDef
Trigger1 = time = 0
Trigger1 = p2stateno != [120,159];150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, ST
hitflag = M
priority = 5, hit
sparkno = -1
p2facing = 1
p1stateno = 3011       ;自分のステート変更
p2stateno = 3018       ;相手を制御するステートに行かせる
;guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）

[State 600, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3011]
type    = S
movetype= A
physics = N
anim = 3017
ctrl = 0
sprpriority = 1

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(3) = 10
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(3) = 10
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = animelemtime(3) >= 10
trigger1 = animelemtime(3) <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = animelemtime(3) = 10
anim = 6101
postype = p1
scale = 1,1
pos = 12,-85
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = animelemtime(3) = 10
anim = 6003
postype = p1
pos = 12,-85
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = animelemtime(3) = 10
anim = 6004
postype = p1
pos = 12,-85
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = animelemtime(3) = 10
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
unhittable = 1
darken = 0

[State 2000]
type =allPalFx
trigger1 = animelemtime(3) = 10
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3000, 1]
type = PlaySnd
trigger1 = animelemtime(3) = 10
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = animelemtime(3) = 10
value = 500, 6

[State 3000, 1]
type = PlaySnd
trigger1 = animelemtime(3) = 10
value = 500, 9

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = null;Posadd
Trigger1 = frontedgebodydist < 50
x = -22

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 15,-67

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = 17,-80

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = 12,-85

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = 37,0

[State 601]
type = targetbind
Trigger1 = animelem = 5
pos = 37,0

[State 601]
type = targetbind
Trigger1 = animelem = 6
pos = 47,0

[State 601]
type = null;targetstate
Trigger1 = animelem = 6
value = 3015

[State 601]
type = targetlifeadd
Trigger1 = animelem = 6
value = -42
kill = 0

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 5,2

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 5,5

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,24

[state a];ヒット数
type = hitadd
Trigger1 = animelem = 6
value  = 1

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 6
value = 5, 4
ignorehitpause = 1
persistent = 0

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 6
time = 15
ampl = -10
freq = 95
phase = 95

[State -2, EnvColor]
type = null;EnvColor
Trigger1 = animelem = 6
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 3000]
type = Explod
Trigger1 = animelem = 6
anim = 8100
postype = p2
pos = -10,-30
sprpriority = 20
supermove = -1
bindtime = -1
ownpal = 1
trans = add
scale = 2,2

[State 3000]
type = Explod
Trigger1 = animelem = 6
anim = 8200
postype = p2
pos = -10,-30
sprpriority = 20
supermove = -1
bindtime = 1
ownpal = 1
trans = add
scale = 1.5,1.5

[State 100, 4]
type           = Explod
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
anim           = 1021
sprpriority    = 7
postype        = p1
pos            = 40,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
time = 25
ampl = -25
freq = 115
phase = 115

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
value = 400, 24
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
value = 400, 23
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
value = 500, 9
freqmul = 0.9

[State 601]
type = targetstate
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
value = 3019

[State 601]
type = targetbind
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
pos = 38,0

[State 601]
type = targetlifeadd
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
value = -55
kill = 0

[state a];ヒット数
type = hitadd
Trigger1 = animelem = 13
Trigger2 = animelem = 16
Trigger3 = animelem = 19
Trigger4 = animelem = 22
value  = 1

[State 601, ステート脱出]
type = changestate
Trigger1 = animtime = 0
value = 3012

[Statedef 3012]
type    = S
movetype= A
physics = N
anim = 3012
ctrl = 0
sprpriority = 1

[State 601]
type = playsnd
Trigger1 = time = 0
value = 600,0

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 13,-68

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = -19,-89

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = -17,-87

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = -27,-86

[State 601]
type = targetbind
Trigger1 = animelem = 5
pos = 14,-39

[State 601]
type = targetbind
Trigger1 = animelem = 6
pos = 34,-9

[State 601]
type = targetstate
Trigger1 = animelem = 6
value = 3015

[state a];ヒット数
type = hitadd
Trigger1 = animelem = 6
value  = 1

[State 601]
type = targetlifeadd
Trigger1 = animelem = 6
value = -55
kill = 0

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,23

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 5,4

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,24

[State 601]
type = null;playsnd
Trigger1 = animelem = 6
value = 400,22

[State 601]
type = null;playsnd
Trigger1 = animelem = 6
value = 500,7

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 6
time = 25
ampl = -20
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 8701
sprpriority    = 999
postype        = p1
scale          = 1,1
pos = 70,2
ontop = 1
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 1013
sprpriority    = 9
postype        = p1
pos            = 70,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 1014
sprpriority    = 9
postype        = p1
pos            = 10,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1
scale = 1,1

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,10
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1
scale = 0.75,0.65

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 1012
sprpriority    = 6
postype        = p1
pos            = 40,5
bindtime       = 1
ontop = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = null;Explod
trigger1       = animelem = 7
anim           = 1012
sprpriority    = 6
postype        = p1
pos            = 40,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub

[State -2, EnvColor]
type = EnvColor
Trigger1 = animelem = 6
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime = 0
Trigger1 = time >= 70
value = 3013

[Statedef 3013]
type    = S
movetype= A
physics = N
anim = 1011
ctrl = 0
sprpriority = 1

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 13,-68

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = -19,-89

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = -17,-87

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = -27,-86

[State 601]
type = targetbind
Trigger1 = animelem = 5
pos = 14,-39

[State 601]
type = targetbind
Trigger1 = animelem = 6
pos = 34,-9

[State 601]
type = targetstate
Trigger1 = animelem = 6
value = 6068

[State 601]
type = targetlifeadd
Trigger1 = animelem = 6
value = -200

[state a];ヒット数
type = hitadd
Trigger1 = animelem = 6
value  = 1

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,23

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 5,4

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,24

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 400,22

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 500,12

[State 601]
type = playsnd
Trigger1 = animelem = 6
value = 500,1

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 6
time = 25
ampl = -30
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 8701
sprpriority    = 999
postype        = p1
scale          = 1,1
pos = 50,2
ontop = 1
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 1013
sprpriority    = 9
postype        = p1
pos            = 50,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 1014
sprpriority    = 9
postype        = p1
pos            = 30,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1

[State 100, 4]
type           = Explod
trigger1       = animelem = 6
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
ontop = 1

[State 2900, 1]
type = helper
trigger1 = animelem = 6
stateno = 3002
id = 3002
;persistent = 0
pos = 40,5
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
trigger1 = animelem = 6
stateno = 3003
id = 3002
;persistent = 0
pos = 40,5
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State -2, EnvColor]
type = EnvColor
Trigger1 = animelem = 6
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime >= 0
value = 0
ctrl = 1

[Statedef 3015]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 602, アニメ変更]
type = Changeanim
Trigger1 = time = 0
value = 3016

[State 602, アニメ変更]
type = Changeanim2
Trigger1 = time = 0
value = 3016

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 602, ステート脱出]
type = selfstate
Trigger1 = time > 150
value = 0
ctrl = 1


[Statedef 3018]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 1, 0

[State 602, アニメ変更]
type = Changeanim
Trigger1 = time = 0
value = 3018

[State 602, アニメ変更]
type = Changeanim2
Trigger1 = time = 0
value = 3018

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 602, ステート脱出]
type = selfstate
Trigger1 = time > 150
value = 0
ctrl = 1

[Statedef 3019]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3019

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100

[Statedef 3020]
type     = S
movetype = A
physics  = S
poweradd = 0
anim     = 3020
ctrl     = 0
sprpriority = 1
velset = 0,0

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(1) = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(1) = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = time <= 30
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 19,-53
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 19,-53
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 100, 4]
type           = Explod
trigger1 = AnimElem = 7
anim           = 3021
sprpriority    = 6
postype        = p1
pos            = 10,-21
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 1000]
type = Helper
trigger1 = AnimElem = 7
stateno = 3021
id = 3020
helpertype = normal
pos  = 10,-40
postype = P1
keyctrl = 0
ownpal = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s500,10
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 14
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 14
freqmul = 0.8

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3021]
type     = A
movetype = A
physics  = N
velset   = 60,0
anim     = 3022
ctrl     = 0
sprpriority = 2

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = 10
Scale = 1.6,0.4

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = 1
Value = -10

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 3022
ID = 3022
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State a]
type = Explod
trigger1 = 1
anim = 6100
sprpriority = 11
postype = p1
pos = 0 ,-15 + (random%25)
scale = 0.5,0.5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0.21, 0
vel = -7 + (random%3),-2 + (random%4)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP ;立ち通常打撃（Standing, Normal Attack）
damage = 150, 15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 25
getpower = 0,0
givepower = 0,0
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S500,11
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
guard.velocity = -6.9
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -4,-2
fall.recovertime = 22
air.hittime = 21
fall.recovertime = 25
air.fall = 1
envshake.time = 15
envshake.ampl = 10
envshake.freq = 100
envshake.phase = 100
p2stateno = 221

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500,5
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8502
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5,4
ignorehitpause = 1
persistent = 0

[State 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 6920, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 1000, 5]
type = destroyself
trigger1 = time >= 25
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 3022]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3022
sprpriority = 4

[State a]
type = Explod
trigger1 = 1
anim = 6100
sprpriority = 11
postype = p1
pos = 0 ,-15 + (random%25)
scale = 0.5,0.5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0.21, 0
vel = -7 + (random%3),-2 + (random%4)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 30
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = 10
Scale = 1.8,0.6

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1000, 5]
type = destroyself
trigger1 = time >= 25
Trigger2 = !(ScreenPos X = [-100,420])



[Statedef 3030]
type     = S
movetype = A
physics  = S
poweradd = 0
anim     = 3030
ctrl     = 0
sprpriority = 4
velset = 0,0

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(4) = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, (170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(4) = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(9) <= 10
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 6003
postype = p1
pos = -17,-45
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 6004
postype = p1
pos = -17,-45
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = animelemtime(4) = 0
time = 40
movetime = 40
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[state 6500,1]
type = EnvShake
trigger1 = animelemtime(4) = 0
time = 15
ampl = -15
freq = 95
phase = 95

[State 2000]
type =allPalFx
trigger1 = animelemtime(4) = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 601]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 400,16
freqmul = 0.7

[State 601]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 20,0
freqmul = 0.7

[State 601]
type = playsnd
trigger1 = animelemtime(4) = 0
value = 500,6
freqmul = 0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 10
anim           = 1013
sprpriority    = 9
postype        = p1
pos            = 50,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 10
anim           = 1014
sprpriority    = 9
postype        = p1
pos            = 30,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 10
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 1000]
type = Helper
trigger1 = animelem = 4
stateno = 3036
id = 3036
helpertype = normal
pos  = 0,0
postype = P1
keyctrl = 0
ownpal = 0
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = Helper
trigger1 = animelem = 10
stateno = 3035
id = 3030
helpertype = normal
pos  = 50,0
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = null;Helper
trigger1 = animelem = 7
stateno = 3035
id = 3031
helpertype = normal
pos  = 120,0
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = null;Helper
trigger1 = animelem = 10
stateno = 3035
id = 3030
helpertype = normal
pos  = 130,0
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = null;Helper
trigger1 = animelem = 7
stateno = 3035
id = 3031
helpertype = normal
pos  = 220,0
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = null;Helper
trigger1 = animelem = 10
stateno = 3035
id = 3030
helpertype = normal
pos  = 210,0
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = null;Helper
trigger1 = animelem = 10
stateno = 3035
id = 3031
helpertype = normal
pos  = 290,0
postype = P1
keyctrl = 0
ownpal = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


[Statedef 3035]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1012
sprpriority = 10

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 1.5,1.5

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 601]
type = playsnd
;trigger1 = ishelper(3030)
trigger1 = time = 4
value = 400,23
freqmul = 0.7

[State 601]
type = playsnd
;trigger1 = ishelper(3030)
trigger1 = time = 4
value = 5,4

[State 601]
type = playsnd
;trigger1 = ishelper(3030)
trigger1 = time = 4
value = 400,24

[State 601]
type = playsnd
;trigger1 = ishelper(3030)
trigger1 = time = 4
value = 400,22
freqmul = 1.05

[State 601]
type = playsnd
;trigger1 = ishelper(3030)
trigger1 = time = 4
value = 500,7
freqmul = 1.25

[state 6500,1]
type = EnvShake
trigger1 = time = 4
time = 25
ampl = -20
freq = 95
phase = 95

[State 2244]
type = Projectile 
trigger1 = time = 4
attr = S, SP
damage = 265,25
animtype = diagup
hitflag = MAF
guardflag = MC
projhitanim = 1003          ;飛び道具がヒットした時のアニメ
offset = 0,0               ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 3032              ;飛び道具のＩＤナンバー
projanim = 3032          ;飛び道具のアニメ
projscale = 0.5,1.5             ;飛び道具の大きさ
HitSound                   = s5,4
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 4         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 11         ;飛び道具が消えるまでの時間。DEF=-1
SparkNo              = S8200
Guard.SparkNo              = S8300
SparkXY                    = 0,-40
pausetime = 0, 20
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -7,-7
air.velocity = -7,-7
getpower = 0
fall = 1
fall.recover = 0
p2stateno = 6068

[State a]
type = Explod
trigger1 = time >= 7
trigger1 = (GameTime%2) = 1
anim = 6102
scale = 0.5,0.5
sprpriority = 6
postype = p1
pos = 20 - (random%40),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 100, 4]
type           = Explod
trigger1 = time = 4
anim           = 1013
sprpriority    = 9
postype        = p1
pos            = 10,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1 = time = 4
anim           = 1014
sprpriority    = 9
postype        = p1
pos            = -10,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1 = time = 4
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 0,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 1000]
type = Helper
trigger1 = time = 3
stateno = 3035
id = 3031
helpertype = normal
pos  = 70,0
postype = P1
keyctrl = 0
ownpal = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 15
TimeGap        = 0
FrameGap       = 0
PalBright      = 0 , 0 , 0
PalContrast    = 60 , 40 , 70
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = animtime = 0
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 3036]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 30000
sprpriority = 10

[State 900]
Type = Helper
trigger1 = time%3 = 0
Stateno = 3037
ID = 3037
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 346, Explod]
type = Explod
trigger1 = time%3 = 0
anim = 6102
postype = p1
pos = 0,0
facing = 1
scale = 0.3,0.3
bindtime = 1
ownpal = 1
vel = 10-random%20,10-random%20
sprpriority = 10
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = (GameTime%8) = 0
trigger1 = root,stateno = 3030
anim = 3035
id = 3035
sprpriority = 16
postype = p1
pos = 0,0
;scale = 0.5,0.5 
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
pausemovetime = 9999
supermovetime = 9999

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = -17,-45
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 14,-58
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = 13,-68
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -19,-89
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
Time = 10
Pos = -17,-87
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Time = 10
Pos = -27,-86
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 10
Time = 10
Pos = 14,-39
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3030
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 11
Time = 10
Pos = 34,-9
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno = 3030
trigger1 = root,animelemtime(12) >= 0
trigger2 = root,stateno != 3030

[State 601]
type = playsnd
trigger1 = time%25 = 0
value = 400,17


[Statedef 3037]
anim = 3036
SprPriority = 8

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 180-random%360
scale = 0.8+((random%7)*0.1),0.8*((random%7)*0.1)

[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage]
Type = destroyself
Trigger1 = animtime = 0


[Statedef 3040]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3040
ctrl = 0
sprpriority = 0
poweradd = -3000

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(9) = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, (170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(9) = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State a]
type = Explod
trigger1 = animelemtime(9) = [0,20]
anim = 6100
id = 6100
sprpriority = 5
postype = p1
pos = -1,-93 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
scale = 0.75,0.75
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 3000]
type = Explod
Trigger1 = animelem = 9
anim = 6101
postype = p1
scale = 0.9,0.9
pos = -1,-93 
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
Trigger1 = animelem = 9
anim = 6003
postype = p1
pos = -1,-93 
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
Trigger1 = animelem = 9
anim = 6004
postype = p1
pos = -1,-93 
sprpriority = 1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
Trigger1 = animelem = 9
time = 45
movetime = 45
anim = -1
sound = S20,0
pos = 999,999
darken = 0

[State -1]
type = assertspecial
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(14) <= 0
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 9
value = 20, 0

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 9
value = 500, 13

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 9
value = 500, 6

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 9
value = 500, 9

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 11
value = 500,11
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 11
value = 500,5
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = animelem = 11
value = 5,4
ignorehitpause = 1
persistent = 0

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 11
time = 25
ampl = -15
freq = 95
phase = 95

[State 2000]
type =allPalFx
trigger1 = animelem = 11
add = 0,0,0
sinadd = 256,256,256,40
time = 10

[State 2000]
type =allPalFx
trigger1 = animelemtime(13) = 14
add = 256,256,256
sinadd = -256,-256,-256,120
time = 30

[State 100, 4]
type           = Explod
trigger1 = animelem = 11
anim           = 3041
sprpriority    = -10
postype        = p1
pos            = 0,0
scale          = 1,1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
supermove = 1
pausemovetime = 9999
supermovetime = 9999

[State 100, 4]
type           = Explod
trigger1       = animelem = 11
anim           = 1021
sprpriority    = 7
postype        = p1
pos            = 0,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
supermove = -1

[State 100, 4]
type           = Explod
trigger1       = animelem = 11
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 0,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
supermove = -1

[State 100, 4]
type           = Explod
trigger1       = animelem = 11
anim           = 1014
sprpriority    = 9
postype        = p1
pos            = -10,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5
supermove = -1

[State 100, 4]
type           = Explod
trigger1       = animelem = 11
anim           = 1013
sprpriority    = 9
postype        = p1
pos            = 10,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5
supermove = -1

[State 3000, 4]
type = VelSet
trigger1 = time >= 0
x = 0

[State 1000]
type = Helper
Triggerall = NumHelper(3040) = 0
trigger1 = animelem = 11
stateno = 3046
id = 3040
helpertype = normal
pos = 0,500
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
persistent = 0

[State 1000]
type = Helper
trigger1 = animelem = 11
stateno = 3047
id = 3047
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
persistent = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 3041]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 35

[State 1000, 5]
type = posset
trigger1 = time = 0
Y = 930

[State 3000, 4]
type = VelSet
trigger1 = time = 0
Y = -10-random%9

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 18
Range = 0,6

[State 1001]
type = changeanim
trigger1 = time = 0
value = 7200+var(18)

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 250, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 10
getpower = 30,15
givepower = 15,5
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5,4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
guard.velocity = -7
airguard.velocity = -5,-3
ground.velocity = -3,-10
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -3,-10
fall.recovertime = 30
air.hittime = 11
fall = 1
air.fall = 1

[State -2]
Type     = Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8503
ID       = 8503
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 400,23
ignorehitpause = 1
persistent = 0

[State 900]
Type = Helper
trigger1       = animelem = 1
Stateno = 3042
ID = 3042
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1       = animelem = 1
Stateno = 3043
ID = 3043
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 24
freqmul = 0.65

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 23
freqmul = 0.65

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 12
freqmul = 1.25

[State 1000, ステート変更]
type = ChangeState
trigger1 = time >= 45
value = 3044

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[Statedef 3042]
type    = A
movetype= I
physics = N
velset = 0,0
sprpriority = 0
anim = 7216

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2038, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 100,256

[State 10050]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 1.1-((random%30)*0.01),1.1-((random%30)*0.01)

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = time >= 110


[Statedef 3043]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 7215
ctrl = 0
sprpriority = -15
velset = 0,0

[State -2]
type = PlayerPush
trigger1 = 1
value = 1

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 3043
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999



[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = parent,stateno = 3045
trigger2 = time >= 170

[Statedef 3044]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
sprpriority = 35
velset = 0,0

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1051, 2] ;設定した値に達したらチェンジステート
type = changestate
trigger1 = time >= 120
value = 3045


[Statedef 3045]
SprPriority = 5

[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = Var(10) > 0
V = 10
Value = -16

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(10) < 0
V = 10
Value = 0

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(10), Var(10), Var(10)

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 15



[Statedef 3046]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim=3032
sprpriority = 15
velset = 0,0

[state 6500,1]
type = EnvShake
Trigger1 = time%5 = 1
time = 5
ampl = -5
freq = 105
phase = 105

[State 1000]
type = Helper
trigger1 = time >= 30
trigger1 = time%50 = 1
stateno = 3041
id = 3041
helpertype = normal
pos = 0+random%350,0
postype = left
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1
Size.XScale = 0.5
Size.YScale = 0.5


[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = time >= 700

[Statedef 3047]
type    = A
movetype= I
physics = N
juggle  = 0
sprpriority = 15
velset = 0,0
anim = 3021

[State 1000, ]
type = posset
trigger1 = 1
x = 0
y = 0

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State a]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 6102
scale = 0.5,0.5
sprpriority = 50-random%55
postype = p1
pos = -180+random%360,0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5 + (random%2)
ignorehitpause = 1
trans = add

[State 3241]
type = null;Explod
trigger1 = time = 6
persistent = 0
anim = 7300
postype = left
pos = 0,-90
scale = 0.5,0.5
sprpriority = -9999999999
bindtime = -1
removetime = -1
ownpal = 1
ID = 2025

[State 3240, ChangeState]
Type = ChangeState
Trigger1 = Time >= 700
Value = 3048

[State a]
type = Explod
trigger1 = (GameTime%15) = 1
anim = 7301
sprpriority = -50+random%55
postype = left
pos = -0,0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,
ignorehitpause = 1
trans = add


[Statedef 3048]
type    = A
movetype= I
physics = N
juggle  = 0
sprpriority = 15
velset = 0,0
anim = 3021

[State 1000, ]
type = posset
trigger1 = 1
x = 0
y = 0

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 2000]
type = removeexplod
trigger1 = time = 0
id = 2025

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,120
time = 30

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = time >= 10




[Statedef 3050]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 3050
sprpriority = 0
poweradd = -2000

[State 3000]
type = Explod
Trigger1 = animelemtime(3) = 0
anim = 6101
postype = p1
scale = 0.9,0.9
pos = 7,-62 
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
Trigger1 = animelemtime(3) = 0
anim = 6003
postype = p1
pos = 7,-62  
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
Trigger1 = animelemtime(3) = 0
anim = 6004
postype = p1
pos = 7,-62  
sprpriority = 1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
Trigger1 = animelemtime(3) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(3) = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -295, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = animelemtime(3) = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 295, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 2000]
type =allPalFx
trigger1 = animelemtime(3) = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State -1]
type = assertspecial
trigger1 = animelemtime(3) >= 0
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000, 1]
type = PlaySnd
Trigger1 = animelemtime(3) = 0
value = 20, 0

[State 3000, 1]
type = PlaySnd
Trigger1 = animelemtime(3) = 10
value = 500, 13

[State 3000, 1]
type = PlaySnd
Trigger1 = animelemtime(3) = 0
value = 500, 6

[State 3000, 1]
type = PlaySnd
Trigger1 = animelemtime(3) = 0
value = 500, 9

[State 640, 3]
type = HitDef
triggerall = enemyNear(var(57)),statetype != A
triggerall = enemyNear(var(57)),alive = 1
trigger1 = animelemtime(5) >= 0
trigger1 = time%10 = 1
attr = S, HP
animtype  = hard
damage    = 88
priority = 5, Hit
guardflag = MA
getpower = 0,0
pausetime = 0,15
sparkno = s8100
sparkxy = -10-random%10,-25-random%40
hitsound   = s5,4
guard.sparkno = s8400
guardsound = s120,0
ground.velocity = 0
air.velocity = 0
guard.velocity = -4
absolute = 1
guard.dist = 350
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
p2stateno = 3505

[State 640, 3]
type = HitDef
triggerall = enemyNear(var(57)),statetype = A
triggerall = enemyNear(var(57)),alive = 1
trigger1 = animelemtime(5) >= 0
trigger1 = time%10 = 1
attr = S, HP
animtype  = hard
damage    = 88
priority = 5, Hit
guardflag = MA
getpower = 0,0
pausetime = 0,15
sparkno = s8100
sparkxy = -10-random%10,-25-random%40
hitsound   = s5,4
guard.sparkno = s8400
guardsound = s120,0
ground.velocity = 0
air.velocity = 0
guard.velocity = -4
absolute = 1
guard.dist = 350
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
p2stateno = 3506

[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 7700
scale = 1.1,1.125
id = 7700
postype = back
pos = 0,0
sprpriority = -15
supermove = 1
removetime = -1
ownpal = 1
removeongethit = 1
bindtime = -1
persistent = 0

[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 7701
scale = 0.85,0.85
id = 7700
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
removetime = -1
ownpal = 1
removeongethit = 1
bindtime = -1
persistent = 0
trans = add

[State 3000, 1]
type = PlaySnd
Trigger1 = animelemtime(5) = 0
value = 500, 6
freqmul = 0.5
persistent = 0

[State 3000, 1]
type = PlaySnd
Trigger1 = animelemtime(5) = 0
value = 500, 7
freqmul = 0.75
persistent = 0

[State 3000, 1]
type = PlaySnd
Trigger1 = animelemtime(5) = 0
value = 400, 25
persistent = 0

[State 852]
type = EnvShake
trigger1 = animelemtime(5) >= 0
trigger1 = time%5 = 1
time = 5
freq = 80
ampl = 20

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
trigger1 = time%10 = 1
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1

[State -2, EnvColor]
type = null;EnvColor
trigger1 = movehit
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
persistent = 0

[State 5100, 11]
type = PosFreeze
Trigger1 = 1

[State 00]
type = allPalfx
trigger1 = time = 100
time = 10
add = 0,0,0
sinadd = 250,250,250,40

[State 106, 3]
type = changestate
trigger1 = time >= 90
value = 3051

[Statedef 3051]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 3051
sprpriority = 2

[State 5100, 11]
type = PosFreeze
Trigger1 = animelemtime(4) <= 0

[State 5100, 5]
type = VelSet
Trigger1 = animelemtime(4) <= 0
x = 0
y = 0

[State 00]
type = allPalfx
trigger1 = time =0
time = 50
add = 250,250,250
sinadd = -250,-250,-250,200

[State 240, 4]
type = RemoveExplod
trigger1 = time = 0
id = 7700


[Statedef 3505]
type    = S
movetype= H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4000, PalFX]
type = PalFX
trigger1 = time < 80
time = 1
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 80
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 5,5,5
ignorehitpause = 1

[State 821, 4]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3505

[State 106, 3]
type = changestate
trigger1 = time = 130
value = 3507

[Statedef 3506]
type    = S
movetype= H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 821, 4]
type = velset
trigger1 = time = 0
y = 6

[State 821, 4]
type = veladd
trigger1 = time >= 0
y = .3

[State 4000, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 70
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 5,3,5
ignorehitpause = 1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3506

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3505

[Statedef 3507]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -1,-4

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3507

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100




[Statedef 3060]
type     = C
movetype = A
physics  = S
velset   = 0,0
anim     = 3060
ctrl     = 0
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1       = animelem = 3
anim           = 1021
sprpriority    = 7
postype        = p1
pos            = 40,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1       = animelem = 3
anim           = 6200
sprpriority    = 8
postype        = p1
pos            = 40,5
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 3
time = 25
ampl = -25
freq = 115
phase = 115

[State 900]
Type = Helper
trigger1       = animelemtime(3) = 2
Stateno = 1021
ID = 1020
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(3) = 2
Stateno = 1021
ID = 1021
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 6
Stateno = 1021
ID = 1020
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 6
Stateno = 1021
ID = 1021
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 11
Stateno = 1021
ID = 1020
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 900]
Type = Helper
trigger1       = animelemtime(4) = 11
Stateno = 1021
ID = 1021
Pos = 40,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 400, 24
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 400, 23
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 500, 9
freqmul = 0.9

[State 1000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3061]
type    = C
movetype= A
physics = N
velset = 0,0
anim = 1022

[State 1000, ]
type = Velset
trigger1 = ishelper(1020)
trigger1 = time = 0
x = 30
Y = 0

[State 1000, ]
type = Velset
trigger1 = ishelper(1021)
trigger1 = time = 0
x = -30
Y = 0

[State 6300]
type = Turn
trigger1 = ishelper(1020)
trigger1 = time = 0

[State 440, 3]
type = HitDef
trigger1 = time = 0
attr = C, SP
damage    = 112
hitflag = M
guardflag = L
pausetime = 0,15
sparkno = S8000
sparkxy = -10,-10
hitsound   = S5,4
guardsound = S120,1
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0.5,-5
air.velocity = 0.5,-5
guard.velocity = 7
fall = 1
fall.recover = 0
id = 1020
nochainid = 1020

[State -2]
Type     = null;Helper
triggerall = numhelper(8502) = 0
trigger1 = movehit
Stateno  = 8503
ID       = 8503
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 32
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 210 , 210 , 210
PalAdd         = 0 , 0 , 0
PalMul         = .8 , .8 , .8

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = add

[State 1000, 5]
type = destroyself
trigger1 = time >= 100
Trigger2 = !(ScreenPos X = [-100,420])




[Statedef 8502]
type = A
ctrl = 0
anim = 8500
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 8503
ID = 8503
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 103, 効果音]
type = PlaySnd
trigger1 = time = 0
value = 1, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = time = 0
value = 1, 5
freqmul = 1.4+((random%3)*0.1)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8200
sprpriority = 100
postype = p1
pos = 0 ,0
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 346, Explod]
type = Explod
trigger1 = time = [2,9]
anim = 6800
postype = p1
pos = 0,0
facing = 1
scale = 0.2,0.2
bindtime = 1
ownpal = 1
vel = 10-random%20,10-random%20
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 25+random%145
;角度


[state a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = angleset
trigger1 = time = 0
value = var(1)

[state a]
type = angledraw
trigger1 = 1
scale = 1.3,0.7

[state a]
type = destroyself
trigger1 = animtime = 0

[Statedef 8503]
anim = 1094
SprPriority = 8

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 21
value = 0

[State -2,Explod]
type = varadd
trigger1 = time <= 5
V = 21
value = 15

[State -2,Explod]
type = varadd
trigger1 = time >= 5
V = 21
value = 1

[State -2,Explod]
type = varrandom
trigger1 = time = 0
V = 23
range = -180,180

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 0+var(23)
scale = 0.02*var(21),0.003*var(21);0.17,0.17

[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Var(10) > 0
V = 10
Value = -16

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(10) < 0
V = 10
Value = 0

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(10), Var(10), Var(10)

[State 6670, AngleDraw]
Type = null;AngleDraw
Trigger1 = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 20


[Statedef 8504]
anim = 1094
SprPriority = 8

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 21
value = 0

[State -2,Explod]
type = varadd
trigger1 = time <= 5
V = 21
value = 15

[State -2,Explod]
type = varadd
trigger1 = time >= 5
V = 21
value = 1

[State -2,Explod]
type = varrandom
trigger1 = time = 0
V = 23
range = -90,90

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 0+var(23)
scale = 0.01*var(21),0.0015*var(21);0.17,0.17

[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Var(10) > 0
V = 10
Value = -20

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(10) < 0
V = 10
Value = 0

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(10), Var(10), Var(10)

[State 6670, AngleDraw]
Type = null;AngleDraw
Trigger1 = 1

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 13


[Statedef 6068]
type    = A
movetype= H
physics = N
velset = -1.5,-20

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[state a]
type = veladd
trigger1 = 1
y = 0.72

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4528

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100



[StateDef 6020]
Physics = N

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 2399]
Type = parentVarset
Trigger1 = roundstate = 1
V = 26
value = 0

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State -1]
Type     = Turn
Trigger1 = Facing != Root,Facing

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 0
id = 7603

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != [7,9]
id = 7602

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != [4,6]
id = 7601

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != [0,3]
id = 7600

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 9
id = 6019

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 8
id = 6018

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 7
id = 6017

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 6
id = 6016

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 5
id = 6015

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 4
id = 6014

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 3
id = 6013

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 2
id = 6012

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 1
id = 6011

[State -1]
Type     = removeexplod
Trigger1 = Root,var(26) != 0
id = 6010

;=============================================
;1P側

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 9
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6019) = 0
Anim = 6019
ID = 6019
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 8
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6018) = 0
Anim = 6018
ID = 6018
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 7
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6017) = 0
Anim = 6017
ID = 6017
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 6
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6016) = 0
Anim = 6016
ID = 6016
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 5
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6015) = 0
Anim = 6015
ID = 6015
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 4
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6014) = 0
Anim = 6014
ID = 6014
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 3
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6013) = 0
Anim = 6013
ID = 6013
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 2
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6012) = 0
Anim = 6012
ID = 6012
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 1
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6011) = 0
Anim = 6011
ID = 6011
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 0
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6010) = 0
Anim = 6010
ID = 6010
Pos = 25,212;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = [1,3]
Trigger1 = TeamSide = 1
Trigger1 = numexplod(7600) = 0
Anim = 7600
ID = 7600
Pos = 24,227;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = [4,6]
Trigger1 = TeamSide = 1
Trigger1 = numexplod(7601) = 0
Anim = 7601
ID = 7601
Pos = 24,227;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = [7,9]
Trigger1 = TeamSide = 1
Trigger1 = numexplod(7602) = 0
Anim = 7602
ID = 7602
Pos = 24,227;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 0
Trigger1 = TeamSide = 1
Trigger1 = numexplod(7603) = 0
Anim = 7603
ID = 7603
Pos = 24,227;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = time = 0
Anim = 6007
ID = 6006
Pos = 25,220;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.41,0.32
Ownpal = 1
SprPriority = 9
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = time = 0
Anim = 6006
ID = 6006
Pos = 25,220;root,var(14),root,var(15)
PosType = Left
BindTime = -1
;ontop = 1
scale = 0.41,0.32
Ownpal = 1
SprPriority = 10000000000
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

;=============================================
;2P側

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 9
Trigger1 = teamside = 2
Trigger1 = numexplod(6019) = 0
Anim = 6019
ID = 6019
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 8
Trigger1 = teamside = 2
Trigger1 = numexplod(6018) = 0
Anim = 6018
ID = 6018
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 7
Trigger1 = teamside = 2
Trigger1 = numexplod(6017) = 0
Anim = 6017
ID = 6017
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 6
Trigger1 = teamside = 2
Trigger1 = numexplod(6016) = 0
Anim = 6016
ID = 6016
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 5
Trigger1 = teamside = 2
Trigger1 = numexplod(6015) = 0
Anim = 6015
ID = 6015
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 4
Trigger1 = teamside = 2
Trigger1 = numexplod(6014) = 0
Anim = 6014
ID = 6014
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 3
Trigger1 = teamside = 2
Trigger1 = numexplod(6013) = 0
Anim = 6013
ID = 6013
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 2
Trigger1 = teamside = 2
Trigger1 = numexplod(6012) = 0
Anim = 6012
ID = 6012
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 1
Trigger1 = teamside = 2
Trigger1 = numexplod(6011) = 0
Anim = 6011
ID = 6011
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 0
Trigger1 = teamside = 2
Trigger1 = numexplod(6010) = 0
Anim = 6010
ID = 6010
Pos = -25,212;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.25,0.25
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = [1,3]
Trigger1 = TeamSide = 2
Trigger1 = numexplod(7600) = 0
Anim = 7600
ID = 7600
Pos = -24,227;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = [4,6]
Trigger1 = TeamSide = 2
Trigger1 = numexplod(7601) = 0
Anim = 7601
ID = 7601
Pos = -24,227;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = [7,9]
Trigger1 = TeamSide = 2
Trigger1 = numexplod(7602) = 0
Anim = 7602
ID = 7602
Pos = -24,227;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(26) = 0
Trigger1 = TeamSide = 2
Trigger1 = numexplod(7603) = 0
Anim = 7603
ID = 7603
Pos = -24,227;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.12,0.12
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = time = 0
Anim = 6007
ID = 6006
Pos = -25,220;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.41,0.32
Ownpal = 1
SprPriority = 9
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = time = 0
Anim = 6006
ID = 6006
Pos = -25,220;root,var(14),root,var(15)
PosType = right
BindTime = -1
;ontop = 1
scale = 0.41,0.32
Ownpal = 1
SprPriority = 100000
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State 2390, ChangeState]
Type = changestate
Trigger1 = root,var(26) = -100
Value = 6021

[StateDef 6920]
Type    = S
Movetype= I
Physics = N
Anim = 10000
SprPriority = -50

;--------------------透過設定
[State 6920, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6920, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------速度設定
[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 60.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 4
X = 7.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0.7

[State 6920, VelSet]
Type = Null;VelSet
Trigger1 = Time = 40
X = 3.0

;--------------------明度設定
[State 6920, VarSet];初期化
Type = VarSet
Trigger1 = Time <= 19
V = 1
Value = 256

[State 6920, VarAdd];減少
Type = VarAdd
Trigger1 = Time >= 20
V = 1
Value = -26

[State 6920, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 6670, AngleDraw]
Type = null;AngleAdd
Trigger1 = time = 0
Value = 30

;--------------------消滅条件


[State 6920, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) < 13

[StateDef 6921]
Type    = S
Movetype= I
Physics = N
Anim = 10001
SprPriority = 999

;--------------------透過設定
[State 6920, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6920, Trans]
Type = null;Trans
Trigger1 = 1
Trans = Add

;--------------------速度設定
[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 60.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 4
X = 7.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0.7

[State 6920, VelSet]
Type = Null;VelSet
Trigger1 = Time = 40
X = 3.0

;--------------------明度設定
[State 6920, VarSet];初期化
Type = VarSet
Trigger1 = Time <= 19
V = 1
Value = 256

[State 6920, VarAdd];減少
Type = VarAdd
Trigger1 = Time >= 20
V = 1
Value = -26

[State 6920, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 6670, AngleDraw]
Type = null;AngleAdd
Trigger1 = time = 0
Value = 30

;--------------------消滅条件


[State 6920, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) < 13