;---------------------------------------------
; 離剣の見　ナイフ　No.1-1
[Statedef 2515]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2515, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2515, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2515]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2515, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2515, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 25;50

[State 2515, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(25*Pi/180)*5
Y = Sin(-25*Pi/180)*5

[State 2515, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2515, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2515, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2515, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2516

;---------------------------------------------
; 離剣の見　ナイフ　No.1-2
[Statedef 2516]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2516, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2516]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2535
ID = 2535
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2516, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2516, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2516, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 25;50

[State 2516, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(25*Pi/180)*7
Y = Sin(-25*Pi/180)*7

[State 2516, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2516]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2516]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2516]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2516]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2516, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2516, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.2-1
[Statedef 2517]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2517, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2517, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2517]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2517, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2517, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 20;40

[State 2517, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(20*Pi/180)*5
Y = Sin(-20*Pi/180)*5

[State 2517, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2517, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2517, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2517, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2518

;---------------------------------------------
; 離剣の見　ナイフ　No.2-2
[Statedef 2518]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2518, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2518]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2536
ID = 2536
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2518, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2518, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2518, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 20;40

[State 2518, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(20*Pi/180)*7
Y = Sin(-20*Pi/180)*7

[State 2518, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2518]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2518]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2518]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2518]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2518, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2518, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.3-1
[Statedef 2519]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2519, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2519, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2519]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2519, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2519, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 15;30

[State 2519, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(15*Pi/180)*5
Y = Sin(-15*Pi/180)*5

[State 2519, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2519, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2519, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2519, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2520

;---------------------------------------------
; 離剣の見　ナイフ　No.3-2
[Statedef 2520]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2520, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2520]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2537
ID = 2537
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2520, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2520, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2520, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 15;30

[State 2520, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(15*Pi/180)*7
Y = Sin(-15*Pi/180)*7

[State 2520, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2520]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2520]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2520]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2520]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2520, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2520, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.4-1
[Statedef 2521]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2521, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2521, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2521]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2521, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2521, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 10;20

[State 2521, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(10*Pi/180)*5
Y = Sin(-10*Pi/180)*5

[State 2521, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2521, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2521, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2521, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2522

;---------------------------------------------
; 離剣の見　ナイフ　No.4-2
[Statedef 2522]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2522, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2522]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2538
ID = 2538
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2522, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2522, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2522, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 10;20

[State 2522, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(10*Pi/180)*7
Y = Sin(-10*Pi/180)*7

[State 2522, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2522]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2522]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2522]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2522]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2522, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2522, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.5-1
[Statedef 2523]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2523, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2523, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2523]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2523, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2523, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 5;10

[State 2523, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(5*Pi/180)*5
Y = Sin(-5*Pi/180)*5

[State 2523, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2523, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2523, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2523, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2524

;---------------------------------------------
; 離剣の見　ナイフ　No.5-2
[Statedef 2524]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2524, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2524]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2539
ID = 2539
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2524, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2524, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2524, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 5;10

[State 2524, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(5*Pi/180)*7
Y = Sin(-5*Pi/180)*7

[State 2524, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2524]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2524]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2524]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2524]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2524, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2524, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.6-1
[Statedef 2525]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2525, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2525, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2525]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2525, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2525, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -5;-10

[State 2525, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(-5*Pi/180)*5
Y = Sin(5*Pi/180)*5

[State 2525, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2525, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2525, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2525, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2526

;---------------------------------------------
; 離剣の見　ナイフ　No.6-2
[Statedef 2526]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2526, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2526]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2540
ID = 2540
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2526, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2526, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2526, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -5;-10

[State 2526, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(-5*Pi/180)*7
Y = Sin(5*Pi/180)*7

[State 2526, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2526]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2526]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2526]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2526]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2526, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2526, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.7-1
[Statedef 2527]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2527, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2527, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2527]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2527, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2527, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -10;-20

[State 2527, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(-10*Pi/180)*5
Y = Sin(10*Pi/180)*5

[State 2527, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2527, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2527, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2527, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2528

;---------------------------------------------
; 離剣の見　ナイフ　No.7-2
[Statedef 2528]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2528, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2528]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2541
ID = 2541
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2528, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2528, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2528, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -10;-20

[State 2528, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(-10*Pi/180)*7
Y = Sin(10*Pi/180)*7

[State 2528, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2528]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2528]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2528]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2528]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2528, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2528, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.8-1
[Statedef 2529]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2529, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2529, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2529]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2529, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2529, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -15;-30

[State 2529, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(-15*Pi/180)*5
Y = Sin(15*Pi/180)*5

[State 2529, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2529, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2529, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2529, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2530

;---------------------------------------------
; 離剣の見　ナイフ　No.8-2
[Statedef 2530]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2530, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2530]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2542
ID = 2542
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2530, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2530, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2530, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -15;-30

[State 2530, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(-15*Pi/180)*7
Y = Sin(15*Pi/180)*7

[State 2530, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2530]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2530]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2530]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2530]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2530, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2530, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.9-1
[Statedef 2531]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2531, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2531, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2531]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2531, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2531, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -20;-40

[State 2531, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(-20*Pi/180)*5
Y = Sin(20*Pi/180)*5

[State 2531, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2531, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2531, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2531, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2532

;---------------------------------------------
; 離剣の見　ナイフ　No.9-2
[Statedef 2532]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2532, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2532]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2543
ID = 2543
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2532, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2532, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2532, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -20;-40

[State 2532, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(-20*Pi/180)*7
Y = Sin(20*Pi/180)*7

[State 2532, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2532]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2532]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2532]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2532]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2532, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2532, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.10-1
[Statedef 2533]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2510

[State 2533, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2533, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2533]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2533, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2533, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -25;-50

[State 2533, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(-25*Pi/180)*5
Y = Sin(25*Pi/180)*5

[State 2533, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2533, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2533, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2533, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2534

;---------------------------------------------
; 離剣の見　ナイフ　No.10-2
[Statedef 2534]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6120

[State 2534, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2534]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2544
ID = 2544
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2534, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2534, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2534, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -25;-50

[State 2534, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(-25*Pi/180)*7
Y = Sin(25*Pi/180)*7

[State 2534, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1 ;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2534]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2534]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2534]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2534]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2534, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2534, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　光エフェクト　No.1
[Statedef 2535]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2535, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2535]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2535, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2535, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2535, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 25;50

;[State 2535, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(25*Pi/180)*7
;Y = Sin(-25*Pi/180)*7

[State 2535, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2535, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.2
[Statedef 2536]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2536, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2536]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2536, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2536, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2536, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 20;40

;[State 2536, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(20*Pi/180)*7
;Y = Sin(-20*Pi/180)*7

[State 2536, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2536, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.3
[Statedef 2537]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2537, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2537]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2537, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2537, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2537, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 15;30

;[State 2537, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(15*Pi/180)*7
;Y = Sin(-15*Pi/180)*7

[State 2537, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2537, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.4
[Statedef 2538]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2538, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2538]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2538, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2538, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2538, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 10;20

;[State 2538, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(10*Pi/180)*7
;Y = Sin(-10*Pi/180)*7

[State 2538, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2538, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.5
[Statedef 2539]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2539, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2539]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2539, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2539, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2539, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 5;10

;[State 2539, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(5*Pi/180)*7
;Y = Sin(-5*Pi/180)*7

[State 2539, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2539, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.6
[Statedef 2540]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2540, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2540]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2540, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2540, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2540, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -5;-10

;[State 2540, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(-10*Pi/180)*7
;Y = Sin(10*Pi/180)*7

[State 2540, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2540, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.7
[Statedef 2541]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2541, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2541]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2541, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2541, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2541, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -10;-20

;[State 2541, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(-10*Pi/180)*7
;Y = Sin(10*Pi/180)*7

[State 2541, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2541, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.8
[Statedef 2542]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2542, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2542]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2542, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2542, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2542, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -15;-30

;[State 2542, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(-15*Pi/180)*7
;Y = Sin(15*Pi/180)*7

[State 2542, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2542, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.9
[Statedef 2543]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2543, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2543]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2543, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2543, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2543, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -20;-40

;[State 2543, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(-20*Pi/180)*7
;Y = Sin(20*Pi/180)*7

[State 2543, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2543, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.10
[Statedef 2544]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6131

[State 2544, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2544]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2544, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2544, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2544, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -25;-50

;[State 2544, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(-25*Pi/180)*7
;Y = Sin(25*Pi/180)*7

[State 2544, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2544, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　ナイフ　No.11-1
[Statedef 2545]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2545, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2545, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2545, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2545, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2545, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -25;-50

[State 2545, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(25*Pi/180)*5
Y = Sin(25*Pi/180)*-5

[State 2545, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2545, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2545, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2545, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2546

;---------------------------------------------
; 離剣の見　ナイフ　No.11-2
[Statedef 2546]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2546, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2546]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2565
ID = 2565
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2546, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2546, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2546, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -25;-50

[State 2546, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(25*Pi/180)*-7
Y = Sin(25*Pi/180)*-7

[State 2546, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2546]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2546]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2546]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2546]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2546, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2546, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.12-1
[Statedef 2547]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2517, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2547, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2547, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2547, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2547, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -20;-40

[State 2547, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(20*Pi/180)*5
Y = Sin(20*Pi/180)*-5

[State 2547, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2547, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2547, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2547, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2548

;---------------------------------------------
; 離剣の見　ナイフ　No.12-2
[Statedef 2548]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2548, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2548]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2566
ID = 2566
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2548, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2548, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2548, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -20;-40

[State 2548, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(20*Pi/180)*-7
Y = Sin(20*Pi/180)*-7

[State 2548, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2548]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2548]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2548]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2548]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2548, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2548, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.13-1
[Statedef 2549]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2549, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2549, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2549, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2549, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2549, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -15;-30

[State 2549, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(15*Pi/180)*5
Y = Sin(15*Pi/180)*-5

[State 2549, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2549, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2549, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2549, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2550

;---------------------------------------------
; 離剣の見　ナイフ　No.13-2
[Statedef 2550]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2550, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2550]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2567
ID = 2567
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2550, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2550, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2550, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -15;-30

[State 2550, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(15*Pi/180)*-7
Y = Sin(15*Pi/180)*-7

[State 2550, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2550]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2550]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2550]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2550]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2550, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2550, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.14-1
[Statedef 2551]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2551, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2551, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2551, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2551, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2551, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -10;-20

[State 2551, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(10*Pi/180)*5
Y = Sin(10*Pi/180)*-5

[State 2551, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2551, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2551, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2551, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2552

;---------------------------------------------
; 離剣の見　ナイフ　No.14-2
[Statedef 2552]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2552, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2552]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2568
ID = 2568
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2552, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2552, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2552, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -10;-20

[State 2552, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(10*Pi/180)*-7
Y = Sin(10*Pi/180)*-7

[State 2552, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40                 ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2552]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2552]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2552]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2552]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2552, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2552, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.15-1
[Statedef 2553]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2553, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2553, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2553, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2553, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2553, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -5;-10

[State 2553, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(5*Pi/180)*5
Y = Sin(5*Pi/180)*-5

[State 2553, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2553, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2553, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2553, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2554

;---------------------------------------------
; 離剣の見　ナイフ　No.15-2
[Statedef 2554]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2554, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2554]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2569
ID = 2569
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2554, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2554, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2554, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = -5;-10

[State 2554, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(5*Pi/180)*-7
Y = Sin(5*Pi/180)*-7

[State 2554, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2554]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2554]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2554]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2554]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2554, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2554, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.16-1
[Statedef 2555]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2555, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2555, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2555, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2555, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2555, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 5;10

[State 2555, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(5*Pi/180)*5
Y = Sin(5*Pi/180)*5

[State 2555, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2555, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2555, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2555, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2556

;---------------------------------------------
; 離剣の見　ナイフ　No.16-2
[Statedef 2556]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2556, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2556]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2570
ID = 2570
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2556, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2556, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2556, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 5;10

[State 2556, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(5*Pi/180)*-7
Y = Sin(5*Pi/180)*7

[State 2556, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2556]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2556]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2556]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2556]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2556, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2556, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.17-1
[Statedef 2557]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2557, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2557, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2557, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2557, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2557, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 10;20

[State 2557, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(10*Pi/180)*5
Y = Sin(10*Pi/180)*5

[State 2557, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2557, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2557, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2557, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2558

;---------------------------------------------
; 離剣の見　ナイフ　No.17-2
[Statedef 2558]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2558, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2558]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2571
ID = 2571
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2558, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2558, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2558, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 10;20

[State 2558, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(10*Pi/180)*-7
Y = Sin(10*Pi/180)*7

[State 2558, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2558]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2558]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2558]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2558]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2558, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2558, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.18-1
[Statedef 2559]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2559, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2559, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2559, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2559, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2559, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 15;30

[State 2559, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(15*Pi/180)*5
Y = Sin(15*Pi/180)*5

[State 2559, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2559, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2559, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2559, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2560

;---------------------------------------------
; 離剣の見　ナイフ　No.18-2
[Statedef 2560]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2560, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2560]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2572
ID = 2572
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2560, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2560, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2560, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 15;30

[State 2560, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(15*Pi/180)*-7
Y = Sin(15*Pi/180)*7

[State 2560, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2560]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2560]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2560]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2560]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2560, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2560, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.19-1
[Statedef 2561]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2561, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2561, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2561, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2561, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2561, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 20;40

[State 2561, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(20*Pi/180)*5
Y = Sin(20*Pi/180)*5

[State 2561, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2561, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2561, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2561, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2562

;---------------------------------------------
; 離剣の見　ナイフ　No.19-2
[Statedef 2562]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2562, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2562]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2573
ID = 2573
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2562, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2562, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2562, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 20;40

[State 2562, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(20*Pi/180)*-7
Y = Sin(20*Pi/180)*7

[State 2562, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40                 ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2564]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2562]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2562]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2562]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2562, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2562, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　ナイフ　No.20-1
[Statedef 2563]
Type = A
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 2530

[State 2563, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2563, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2563, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2563, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2563, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 25;50

[State 2563, VelSet]
Type = VelSet
Trigger1 = Time >= 0
Trigger1 = Time <= 8
X = Cos(25*Pi/180)*5
Y = Sin(25*Pi/180)*5

[State 2563, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0
Y = 0

[State 2563, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2563, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2563, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2564

;---------------------------------------------
; 離剣の見　ナイフ　No.20-2
[Statedef 2564]
Type = A
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 10
Anim = 6121

[State 2564, アイテム化]
Type = ChangeState
Trigger1 = Root,StateNo != [120,159]
Trigger1 = Root,StateNo != [5000,5019]
Trigger1 = Root,MoveType = H
Value = 2270

[State 2564]
Type = Helper
TriggerAll = Root,Var(0) = 0
Trigger1 = Time = 0
Stateno = 2574
ID = 2574
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2564, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2564, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2564, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 25;50

[State 2564, VelSet]
Type = VelSet
Trigger1 = 1
X = Cos(25*Pi/180)*-7
Y = Sin(25*Pi/180)*7

[State 2564, HitDef]
Type = HitDef
Trigger1 = Time = 0
Attr = S, SP                     ;立ち攻撃＝「S, NA」空中攻撃＝「A, NA」しゃがみ攻撃＝「C, NA」飛び道具＝「A, HP」
Damage = Floor(Parent,FVar(0)*10), 1;ダメージ（左＝普通にヒット　右＝ガード）
AnimType = Hard                  ;ヒット時の相手のポーズ「弱＝light」「中＝midium」「強＝hard」
HitFlag = MAF                    ;ヒットする状態　全て＝ＭＡ 上段＝Ｈ 中段＝Ｍ 下段＝Ｌ 空中＝Ａ 落下＝Ｆ ダウン＝Ｄ
GuardFlag = MA                   ;ガードできる状態「全て＝ＭＡ」「上段＝Ｈ」「中段＝Ｍ」「下段＝Ｌ」「空中＝Ａ」
Priority = 5, Hit                ;攻撃の優先度「攻撃＝hit」「失敗＝miss」「気絶＝dodge」
PauseTime = 0, 0                 ;ヒット時の硬直時間（左＝自分　右＝相手）
SparkNo = -1
Guard.SparkNo = -1
Sparkxy = 0, -50                 ;ヒットエフェクト表示位置
Ground.Type = High               ;どこに当たるか 地上「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Air.Type = High                  ;どこに当たるか 空中「上段＝High」「下段＝Low」「転倒＝Trip」「不明＝back」「変化無＝none」
Ground.SlideTime = 16            ;相手がすべる時間
Ground.HitTime = 16              ;コンボが繋がる時間（地上）
Air.HitTime = 16                 ;コンボが繋がる時間（空中）
Ground.Velocity = -4             ;ヒット時の相手の移動（地上）
Air.Velocity = -4,-3             ;ヒット時の相手の移動（空中）
AirGuard.Velocity = -4,-3        ;ヒット時の相手の移動（空中ガード）
Guard.Kill = 0                   ;この攻撃で殺せるか（１＝可　０＝不可）
Fall = 0                         ;地面に叩き付けられるか（１＝可　０＝不可）
Air.Fall = 1                     ;地面に叩き付けられるか（１＝可　０＝不可）
Fall.RecoverTime = 40            ;リカバーできるか（１＝可　０＝不可）
GetPower = 20                    ;ヒット時のパワー増減
P1SprPriority = 10

[State 2564]
Type = SprPriority
Trigger1 = MoveReversed
Value = 10

[State 2564]
Type = ParentVarSet
Trigger1 = MoveHit
Persistent = 0
IgnoreHitPause = 1
FV = 0
Value = Parent,FVar(0) * 0.95

[State 2564]
Type = Helper
Trigger1 = ((HitCount = 1) && (MoveHit))
Stateno = 6750
ID = 6750
Pos = 0,Root,Var(14)
PosType = P2
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2564]
Type = Helper
Trigger1 = MoveGuarded
Stateno = 6740
ID = 6740
Pos = 0,Root,Var(14)
PosType = P2
OwnPal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 2564, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2564, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 90
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------
; 離剣の見　光エフェクト　No.11
[Statedef 2565]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2565, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2565, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2565, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2565, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2565, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 155;130;-50

;[State 2565, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(25*Pi/180)*-7
;Y = Sin(25*Pi/180)*-7

[State 2565, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2565, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.12
[Statedef 2566]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2566, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2566, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2566, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2566, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2566, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 160;140;-40

;[State 2566, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(20*Pi/180)*-7
;Y = Sin(20*Pi/180)*-7

[State 2566, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2566, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.13
[Statedef 2567]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2567, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2567, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2567, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2567, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2567, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 165;150;-30

;[State 2567, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(15*Pi/180)*-7
;Y = Sin(15*Pi/180)*-7

[State 2567, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2567, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.14
[Statedef 2568]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2568, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2568, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2568, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2568, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2568, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 170;160;-20

;[State 2568, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(10*Pi/180)*-7
;Y = Sin(10*Pi/180)*-7

[State 2568, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2568, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.15
[Statedef 2569]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2569, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2569, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2569, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2569, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2569, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 175;170;-10

;[State 2569, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(5*Pi/180)*-7
;Y = Sin(5*Pi/180)*-7

[State 2569, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2569, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.16
[Statedef 2570]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2570, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2570, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2570, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2570, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2570, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 185;190;10

;[State 2570, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(5*Pi/180)*-7
;Y = Sin(5*Pi/180)*7

[State 2570, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2570, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.17
[Statedef 2571]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2571, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2571, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2571, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2571, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2571, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 190;200;20

;[State 2571, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(10*Pi/180)*-7
;Y = Sin(10*Pi/180)*7

[State 2571, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2571, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.18
[Statedef 2572]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2572, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2572, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2572, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2572, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2572, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 195;210;30

;[State 2572, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(15*Pi/180)*-7
;Y = Sin(15*Pi/180)*7

[State 2572, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2572, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.19
[Statedef 2573]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2573, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2573, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2573, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2573, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2573, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 200;220;40

;[State 2573, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(20*Pi/180)*-7
;Y = Sin(20*Pi/180)*7

[State 2573, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2573, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270

;---------------------------------------------
; 離剣の見　光エフェクト　No.20
[Statedef 2574]
Type = A
MoveType = I
Physics = N
VelSet = 0,0
SprPriority = 8
Anim = 6130

[State 2574, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2574, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2574, 中心位置]
Type = BindToParent
Trigger1 = 1
Pos = 0,0

[State 2574, AngleDraw]
Type = AngleDraw
Trigger1 = 1

[State 2574, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = 205;230;50

;[State 2574, VelSet]
;Type = VelSet
;Trigger1 = 1
;X = Cos(25*Pi/180)*-7
;Y = Sin(25*Pi/180)*7

[State 2574, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2574, DestroySelf]
Type = DestroySelf
Trigger1 = FrontEdgeDist <= -70
Trigger2 = Time >= 120
Trigger3 = Parent,Stateno = 2270