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

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
life = 900      ;体力ゲージの初期値
attack = 90           ;攻撃力%
defence = 70          ;防御力%
power = 3000          ;超必殺技ゲージ最大値
fall.defence_up = 60    ;ダウン時に攻撃された時に一時的に上がる防御力
liedown.time = 40    ;倒れてから起上がるまでの時間
airjuggle = 15          ;空中でどれだけコンボが繋がるか
sparkno = -1           ;hitdefで設定していない時の基本ヒットスパークナンバー
guard.sparkno = -1    ;hitdefで設定していない時の基本ガードスパークナンバー
KO.echo = 0             ;1にするとKOされた時に声にエコーがかかる
volume = 255            ;キャラの音量。255が最高
IntPersistIndex = 20    ;Varの次ラウンド持ち越しが可能
FloatPersistIndex = 20  ;同じくFVarの次ラウンド持ち越しが可能

[Size];サイズって言われてもねぇ…
xscale = 1              ;水平方向の縮尺
yscale = 1              ;垂直方向の縮尺
ground.back  = 15       ;キャラクターの幅（後方、地上）
ground.front = 13       ;キャラクターの幅（前方、地上）
air.back  = 12          ;キャラクターの幅（後方、空中）
air.front = 12          ;キャラクターの幅（前方、空中）
height = 60          ;キャラの高さ(の3分の2くらい)
attack.dist  = 100      ;攻撃時に相手がガード体勢に入る最低距離（最大320）
proj.attack.dist = 90   ;相手がガード体勢に入る発射物との最低距離（最大320）
proj.doscale = 0        ;xscale, yscaleの設定が発射物にも有効かどうかの設定（1なら有効）
head.pos = -4, -80      ;頭の大体の座標（BindToTarget使用時に必要）
mid.pos = -2, -55      ;体中心の大体の座標（BindToTarget使用時に必要）
shadowoffset = 0        ;影の垂直方向オフセット(画像位置ズレ補正手段)
draw.offset = 0,0      ;描画位置オフセット(画像位置ズレ補正最終手段)

[Velocity]
walk.fwd = 2           ;前に歩く時の速度
walk.back = -2          ;後ろに歩く時の速度
run.fwd = 15, 0          ;前に走る時の速度 (x, y) ホップさせる時は y を 0 以下にする
run.back = -14,-2         ;後ろに走る時の速度 (x, y) 走らせる時は y を 0 にします
jump.neu = 0,-7.4        ;ジャンプ時の垂直移動速度 (x, y)
jump.back = -3.3          ;後ろにジャンプした時の水平移動速度
jump.fwd = 3.5           ;前にジャンプした時の水平移動速度
runjump.back = -5.5 ,-10.1 ;後ろに走りながらのジャンプ時の速度指定
runjump.fwd = 6,-7.1     ;前に走りながらのジャンプ時の速度指定
airjump.neu = 0,-5.5     ;空中ジャンプ時の垂直移動速度
airjump.back = -3.4       ;空中で後ろにジャンプした時の水平移動速度
airjump.fwd = 3.5        ;空中で前にジャンプした時の水平移動速度

[Movement]
airjump.num = 3    ;空中ジャンプの回数
airjump.height = 35   ;空中ジャンプに必要な最低限の高さ
yaccel = .36          ;垂直方向にかかる加速度（重力）
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

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

[StateDef 0]
Type = S
Physics = S
SprPriority = 0

[State 0, ChangeAnim]
Type = ChangeAnim
Trigger1 = palno != 2
Trigger1 = Anim != 0
Value = 0

[State 0, ChangeAnim]
Type = ChangeAnim
Trigger1 = palno = 2
Trigger1 = Anim != 1
Value = 1

[State 0, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 0, VelSet]
Type = VelSet
Trigger1 = Abs(Vel X) < 2
Trigger2 = Time = 4
X = 0

[State 0, 1]
type = ChangeAnim
Triggerall = palno != 2
trigger1 = Anim != 0 
trigger2 = Anim = 5 && AnimTime = 0 
value = 0

[State 0, 1]
type = ChangeAnim
Triggerall = palno = 2
trigger1 = Anim != 1 
trigger2 = Anim = 5 && AnimTime = 0 
value = 1

[State 0, ChangeState]
Type = ChangeState
Trigger1 = !Alive
Value = 5050

;---------- 異常ヘルパー削除
[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

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

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

[State -1]
Type           = null;AfterImage
Trigger1 = var(1) = 1
Trigger1       = Time = 0
Time           = 20
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59) <= 0),(command = "holddown"),(p2statetype != A))

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

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

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

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

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

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

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

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

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

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

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

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

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59) <= 0),(command = "holddown"),(p2statetype != A))

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

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

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

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

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

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

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

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = P2statetype != A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = P2statetype = A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -40
triggerall = alive
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z" || command = "a"|| command = "b"|| command = "c"|| command = "x"|| command = "y"
trigger2 = var(59)>0&&Random<var(59)*101
value = 5201 ;HITFALL_RECOVER

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

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

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 192]
Type = lifeadd
Trigger1 =time = 0
Trigger1 = prevstateno = 194
value = 1000

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
;trigger1 = !SysVar(0)
value = S2, 2

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
;移動起き上がり（前）
[Statedef 5135]
type    = L
movetype= I
physics = N

[State 5135, コモン]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
value = 5135

[State 5135, ストップ]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5135, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 5135, すり抜け]
type = PlayerPush
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(13) < 0 
value = 0

[State 5135, 重力空間]
type = VelAdd
trigger1 = Vel Y
trigger1 = AnimElemTime(11) < 0 
y = .4

[State 5135, ピョ〜ンと]
type = VelSet
trigger1 = AnimElem = 4
x = 6
y = -4.6

[State 5135, 護身幻覚の起源]
type = StateTypeSet
trigger1 = Vel Y
statetype = A

[State 5135, ブレーキ]
type = VelSet
trigger1 = AnimElem = 13
x = 0
y = 0

[State 5135, 軸位置設定]
type = PosSet
trigger1 = AnimElemTime(13) >= 0
y = 0

[State 5135, 元に]
type = StateTypeSet
trigger1 = AnimElemTime(13) >= 0
statetype = L

[State 5135, コモン]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5135, 投げ無敵]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12
ignorehitpause = 1

[State 5135, やや無敵]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
ignorehitpause = 1

[State 5135, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;移動起き上がり（後）
[Statedef 5136]
type    = L
movetype= I
physics = N

[State 5136, コモン]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
value = 5136

[State 5136, ストップ]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5136, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 5136, すり抜け]
type = PlayerPush
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(10) < 0 
value = 0

[State 5136, 重力空間]
type = VelAdd
trigger1 = Vel Y
trigger1 = AnimElemTime(9) < 12
y = .4

[State 5136, ジャンプ！]
type = VelSet
trigger1 = AnimElem = 7
x = -6
y = -4

[State 5136, 護身幻覚の起源]
type = StateTypeSet
trigger1 = Vel Y
statetype = A

[State 5136, ブレーキ]
type = VelSet
trigger1 = AnimElem = 10
x = 0
y = 0

[State 5136, 軸位置設定]
type = PosSet
trigger1 = AnimElemTime(10) >= 0
y = 0

[State 5136, 元に]
type = StateTypeSet
trigger1 = AnimElemTime(10) >= 0
statetype = L

[State 5136, コモン]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5136, 投げ無敵]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12
ignorehitpause = 1

[State 5136, やや無敵]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
ignorehitpause = 1

[State 5136, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;	[本体]横たわる（敗北）
;--------------------------------------------------
[StateDef 5150]
Type = L
MoveType= H
Physics = N
SprPriority = -3

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1


[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5150

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5150, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1


[State 5150, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 0
Movecamera = 0, 0

[State -2]
type = PalFX
triggerall = Life = 0
triggerall = palno >= 7
trigger1 = time >= 0
time = 9999999999999999999999
add = 1,1,1
;mul = -1,0,0

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

[Statedef 5201]
type = S
physics = S
velset = 0,0
movetype = I
anim = 10
ctrl = 0
facep2 = 1

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

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

[State 100, 2]
type = VelSet
trigger1 = time = 0
x = -3

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

[State 5201,4]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 20

[State 5201,5]
type = ChangeState
trigger1 = animtime = 0
value = 12
ctrl = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

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

[Statedef 100];ダッシュオーバーライト
type = S
physics = S
anim = 100
ctrl = 0
sprpriority = 1

[State 221]
type = playerpush
trigger1 = time > 6
value = 0

[State 100, 1]
Type = CtrlSet
Trigger1 = Time >= 5
Trigger1 = Time <= 40
Value = 1

[State 100, 2]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

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

[State -1]
Type           = AfterImage
TriggerAll = Palno = [1,6]
Trigger1       = Time = 0
Time           = 10
Trans          = sub
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

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

[State 100, 6]
type = ChangeState
triggerall = Var(59) = 0
triggerall = time >= 10;15
triggerall = time <= 40
trigger1 = command != "holdfwd"
trigger2 = time >= 40
value = 101

[State 100,ﾀﾞｯｼｭｽﾃｯﾌﾟ DashStop]
type = ChangeState
TriggerAll=var(59)>0
TriggerAll = time = [10,40]
Trigger1 = inguarddist
Trigger2 = EnemyNear,MoveType!=H
Trigger2 = P2BodyDist X<=20
Trigger2 = P2BodyDist Y>=-120
Trigger3 = P2BodyDist X<=0
Trigger4 = p2StateType = L
value = 101
ctrl = 1

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

[State -2, AfterImage]
Type = AfterImage
Trigger1 = 1
Time = 0
IgnoreHitPause = 1

[State 118, 重力]
type = VelAdd
trigger1 = 1
x = -.84

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

[Statedef 105]
type    = A
physics = N
ctrl = 0
anim = 118
sprpriority = 1

[State -1]
Type           = AfterImage
TriggerAll = Palno = [1,6]
Trigger1       = Time = 0
Time           = 20
Trans          = sub
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State 118, バック転]
type = PosAdd
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(2) = 0
trigger3 = AnimElemTime(3) = 0
trigger4 = AnimElemTime(4) = 0
x = -5

[State 118, 効果音]
type = PlaySnd
TriggerAll = Palno = [1,6]
trigger1 = AnimElemTime(4) = 0
value = 100, 0

[State 118, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 118, 舞台は宙へ]
type = StateTypeSet
trigger1 = Vel Y
statetype = A

[State 118, 重力]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y < 0
y = .44

[State 118, 着地]
type = ChangeState
trigger1 = Time > 8
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 107

[State -2, AfterImage]
Type = AfterImage
Trigger1 = 1
Time = 0
IgnoreHitPause = 1

[State 119, ピタッと]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 119, スマート]
type = PosSet
trigger1 = Time = 0
y = 0

[State 119, ダスト]
type = MakeDust
trigger1 = Time = 2
pos = -15,0
spacing = 1

[State 119, ステート]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 103]
type = A
physics = N
anim = 103
sprpriority = 2
velset = 0,0
ctrl = 0

[State 103, 強度変更]
type = Varadd
trigger1 = Time = 0
v = 2
value = -1

[State -1]
Type           = AfterImage
TriggerAll = Palno = [1,6]
Trigger1       = Time = 0
Time           = 15
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 160 , 160 , 160
PalContrast    = 160 , 160 , 165
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State 103, 強度変更]
type = VarSet
trigger1 = Time = 0
v = 5
value = 0

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(3) < 1
trigger1 = Time < 12

[State 103, 効果音]
type = PlaySnd
TriggerAll = Palno = [1,6]
trigger1 = AnimElemTime(2) = 2
trigger1 = Time < 12
value = 100, 0


[State 103, 移動]
type = VelSet
trigger1 = AnimElem = 3
trigger1 = Time < 12
x = 35
y = 0.2

[State 103, 移動2]
type = null;VelAdd
triggerall = Time < 12
trigger1 = AnimElem = 4
trigger2 = AnimElemTime(5) = 1
x = -0.05
y = -0.02

[State 111, VelSet]
Type = VelSet
trigger1 = Time = 12
X = 7

[State 103, 行動可能]
type = CtrlSet
trigger1 = AnimElem = 4
trigger1 = Time < 12
value = 1

[State 103, 重力]
type = VelAdd
trigger1 = Time = [7,19]
y = .23

[State 103, 落下]
type = ChangeAnim
trigger1 = Time = 12
value = 104

[State a]
type = Explod
trigger1 = time >=4
trigger1 = time <=12
anim = 22125
sprpriority = 11
postype = p1
pos = -25 ,-25- (random%25)
scale = 0.4 - (random%1),0.4 - (random%1)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0.35, 0
vel = -11 + (random%3),-2 + (random%4)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State 103, 重力復活]
type = StateTypeSet
trigger1 = Time = 15
physics = A

[State 103, 減速]
type = VelAdd
trigger1 = Anim = 104
trigger1 = AnimElem = 1
y = 0.05
x = -0.12

[Statedef 108]
type = A
physics = N
anim = 108
sprpriority = 2
velset = 0,0
ctrl = 0

[State a]
type = Explod
trigger1 = time >=4
trigger1 = time <=12
anim = 22125
sprpriority = 11
postype = p1
pos = 25 ,-25- (random%25)
scale = 0.4 - (random%1),0.4 - (random%1)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = -0.35, 0
vel = 11 - (random%3),-2 + (random%4)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State -1]
Type           = AfterImage
TriggerAll = Palno = [1,6]
Trigger1       = Time = 0
Time           = 15
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 160 , 160 , 160
PalContrast    = 160 , 160 , 165
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State 103, 強度変更]
type = Varadd
trigger1 = Time = 0
v = 2
value = -1

[State 108, 強度変更]
type = VarSet
trigger1 = Time = 0
v = 5
value = 0

[State 108, 空中停止]
type = PosFreeze
trigger1 = AnimElemTime(4) < 0
trigger1 = Time < 12

[State 108, 効果音]
type = PlaySnd
TriggerAll = Palno = [1,6]
trigger1 = AnimElemTime(3) = 3
trigger1 = Time < 12
value = 100, 0


[State 108, 移動]
type = VelSet
trigger1 = AnimElemTime(4) = 0
trigger1 = Time < 12
x = -35
y = -1

[State 111, VelSet]
Type = VelSet
trigger1 = Time = 12
X = -7

[State 108, 行動可]
type = CtrlSet
trigger1 = AnimElem = 5
trigger1 = Time < 12
value = 1

[State 108, 重力]
type = VelAdd
trigger1 = Time = [11,19]
y = .23

[State 108, 落下]
type = ChangeAnim
trigger1 = Time = 12
value = 109

[State 108, 重力復活]
type = StateTypeSet
trigger1 = Time = 15
physics = A

[State 108, ブレーキ]
type = VelAdd
trigger1 = Anim = 109
trigger1 = AnimElem = 1
y = 0.03
x = 0.06


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

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

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 23
range = 0,1

[State 180, お辞儀]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Life <= 400
trigger1 = NumHelper(3513) = 1
trigger1 = Time = 1 && RoundState != 0
value = 181

[State 180, お辞儀]
type = ChangeState
triggerall = palno = [7,12]
trigger1 = Time = 1 && RoundState != 0
trigger1 = Var(23) = 1
value = 181

[State 180, 空間移動]
type = ChangeState
triggerall = palno = [1,6]
trigger1 = Life >= 400
trigger1 = NumHelper(3513) = 0
trigger1 = Time = 1 && RoundState != 0
trigger1 = Var(23) = 1
value = 186

[State 180, 空間移動]
type = ChangeState
trigger1 = Time = 1 && RoundState != 0
trigger1 = Var(23) = 0
value = 183


[State 180, 例外対処法]
type = ChangeState
trigger1 = Time = 5
value = 181

[Statedef 181];お辞儀
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[Statedef 183]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 2386]
Type = Helper
Trigger1 = animelemTime(14) >= 0
trigger1 = (GameTime%4) = 1
Stateno = 2383
ID = 2383
Pos = 25,-73
PosType = P1
bindtime = -1

[State 2386]
Type = null;Helper
Trigger1 = animelemTime(14) >= 0
trigger1 = (GameTime%4) = 1
Stateno = 184
ID = 184
Pos = 25,-73
PosType = P1
bindtime = -1

[State 186, 音]
type = PlaySnd
Trigger1 = animelemTime(14) >= 0
trigger1 = (GameTime%4) = 1
value = 500, 30
freqmul = 1.3+((random%8)*0.1)

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

[State 183, 安全]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1


[Statedef 184]
Physics = N
SprPriority = 8

[State 2383]
Type = VelSet
Trigger1 = time = 0
X = 3-random%2

[State 2383]
Type = Veladd
Trigger1 = 1
Y = 0.34

[State 2383]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 2383]
Type = AngleDraw
Trigger1 = 1

[State 2383]
Type = Angleadd
Trigger1 = time = 0
Value = -20

[State 2383]
Type = Angleadd
Trigger1 = 1
Value = -6+random%4

[State 2383]
Type = VarRandom
Trigger1 = Time = 0
V = 17
Range = 0,5

[State 2383]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6310+Var(17)

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

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = 250

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Var(12) > 0
Trigger1 = time >= 5
V = 12
Value = -10

[State 30000, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(12), Var(12), Var(12)

[State 2383]
Type = DestroySelf
Trigger1 = Time >= 30

[Statedef 186];空間移動
type     = S
physics  = S
ctrl     = 0
anim     = 30046
velset   = 0,0

[State -2]
type = Explod
triggerall = PalNo = [1, 6]
trigger1 = animelem = 5
anim = 30087
id = 11
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1 
ownpal = 1
trans = add

[State 186, 音]
type = PlaySnd
trigger1 = AnimElem = 7
value = 400, 5

[State 2390, PlaySnd]
type = PlaySnd
triggerall = time >= 70
trigger1 =(Time%40) = 1+(random%3)
value = S500,26
freqmul = 0.9+((random%2)*0.1)
volume = 150

[State 2390, PlaySnd]
type = PlaySnd
triggerall = time >= 70
trigger1 =(Time%35) = 1+(random%3)
value = S500,27
freqmul = 0.9+((random%2)*0.1)
volume = 150

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,285]
flag = RoundNotOver

[State 2382]
Type = Helper
trigger1 = time >= 74
trigger1 = time <= 88
Stateno = 2399
ID = 2399
Pos = -20+(random%40),-70+(random%20)
PosType = P1
bindtime = -1
ownpal = 0

;---------------------------------------------------------------------------
[StateDef 190]
Type = S
Anim = 30054
Ctrl = 0
VelSet = 0,0

[State 192]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 2390, PlaySnd]
type = null;PlaySnd
trigger1 = time = 25
value = S500, 7
freqmul = 1.9

[State 2390, PlaySnd]
type = null;PlaySnd
trigger1 = time = 27
value = S500, 7
freqmul = 1.8

[State 2390, PlaySnd]
type = null;PlaySnd
trigger1 = time = 29
value = S500, 7
freqmul = 1.9

[State 2389]
type = null;Explod
Trigger1 = time = 25
anim = 30110
id = 30110
postype = p1
scale = 1.2,1.2
pos = -18, -76
sprpriority = -1
supermove = 0
ownpal = 1
removeongethit = 1
bindtime = -1

[State 2389]
type = Explod
triggerall = PalNo = [1, 6]
Trigger1 = animelem = 9
anim = 30087
id = 30087
postype = p1
pos = 0, 0
sprpriority = -1
supermove = 0
ownpal = 1
removeongethit = 1
bindtime = -1
trans = add

[State 205, 音]
type = PlaySnd
trigger1 = Time = 22
value = S400, 5

[State 192]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 190]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0


;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
facep2 = 1      ;相手の方を向く

[State 100, 4]
type           = null;Explod
trigger1 = animelem = 8
anim           = 6400
sprpriority    = 5
postype        = left
pos            = 0, 0 
bindtime       = 1
ownpal         = 1
ontop = 1
scale = 1,1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 6505]
type = null;envcolor
trigger1 = time = [25,45]
time = 2
value = 250,250,250

[State 2244, ]
type = Varadd
trigger1 = gametime%2 = 1
trigger1 = time = [21,46]
trigger1 = var(6) <= 9
var(6) = 1

[State 2244, ]
type = playsnd
trigger1 = animelem = 6
value = 500,16
freqmul = 0.6

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

[state -2]
type = nothitby
trigger1 = palno = [7,12]
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999


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

[State 200, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 5, 0
animtype = Light
guardflag = MA
hitflag = MAF
getpower = 60,20
givepower = 30,10
priority = 8, Hit
pausetime = 6, 6
sparkno = S30033
guard.sparkno = S30062
hitsound = S1, 4
guardsound = S1, 8
sparkxy = -15, -60
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0.8,-1.7
fall.recovertime = 18
air.hittime = 15
air.fall = 1

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

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

[State 210, 減速]
type = velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 13, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 6, 6
getpower = 90,30
givepower = 45,15
sparkno = S30033
guard.sparkno = S30062
hitsound = S500, 20
guardsound = S1, 8
sparkxy = -15, -60
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-2
fall.recovertime = 20
air.hittime = 17
air.fall = 1

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

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

[State 2050, シュッ]
type = PlaySnd
trigger1 = time = 5
value = S0, 2

[State 2050, シュッ]
type = PlaySnd
trigger1 = time = 5
value = S0, 4
freqmul = 1.5

[State 2050, 幻影エフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 1
ID = 2050
anim = 6050
pos = 32,-58
postype = P1
ownpal = 1
sprpriority = 4
scale = 1, 1
removeongethit = 1
trans = sub
ignorehitpause = 1
persistent = 0

[State 2050, スラッシュ]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Medium
damage = 40
guard.dist = 142 ;リーチ97
hitflag = MAF
guardflag = MA
priority = 5, Hit
pausetime = 7,7
sparkno = s30060
guard.sparkno = s30062
HitSound                   = s1,0
GuardSound                 = s1,8
sparkxy = -12, -50
ground.type = High
ground.slidetime = 24
ground.hittime = 25
ground.velocity = -5
air.velocity = -3,-2
getpower = 30,5
fall = 0
air.fall = 1
fall.recovertime = 35
guard.kill = 0

[State 2050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type     = S
movetype = A
physics  = S
anim     = 230
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 2050, シュッ]
type = PlaySnd
trigger1 = time = 6
value = S0, 2

[State 2050, シュッ]
type = PlaySnd
trigger1 = time = 6
value = S0, 4
freqmul = 1.5

[State 2050, スラッシュ]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Medium
damage = 10
guard.dist = 182
hitflag = MAF
guardflag = MA
priority = 5, Hit
pausetime = 13,13
sparkno = s30060
guard.sparkno = s30062
HitSound                   = s1,0
GuardSound                 = s1,8
sparkxy = -12, -50
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
air.velocity = -4,-4
getpower = 30,5
fall = 0
air.fall = 1
fall.recovertime = 35
guard.kill = 0

[State 2050, スラッシュ]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = hard
damage = 30
hitflag = MAF
guardflag = MA
priority = 5, Hit
pausetime = 13,13
sparkno = s30060
guard.sparkno = s30062
HitSound                   = s1,0
GuardSound                 = s1,8
sparkxy = -12, -50
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7
air.velocity = -4,-4
getpower = 30,5
fall = 0
air.fall = 1
fall.recovertime = 35
guard.kill = 0

[State 220, 前進]
type = velset
trigger1 = animelem = 2
x = 3
persistent = 0

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

[State 2050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 220]
type     = S
movetype = A
physics  = S
ctrl     = 0
anim     = 2590

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = AnimElemTime(7) = 0
value = 1

[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(7) = 0
trigger3 = AnimElemTime(8) = 2
trigger4 = AnimElemTime(9) = 2
value = S2, 0
channel = 1

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(6) = 0
stateno = 221
ID = 221
pos = 17,-90
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 221
ID = 221
pos = 21,-70
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(8) = 2
stateno = 221
ID = 221
pos = 25,-50
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(9) = 2
stateno = 221
ID = 221
pos = 29,-30
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 221]
type     = A
movetype = A
physics  = N
anim     = 6100
sprpriority = 10

[State 2592, 影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2383]
Type = Trans
Trigger1 = 1
Trans = sub

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .95,.95,.95
trans = sub

[State 2593, 速度設定]
type = VelSet
trigger1 = Time = 0
x = 40
y = 0

[State 2593, ダメージ]
type = HitDef
trigger1 = Time = 0
attr = S, NP
animtype = Hard
damage = 10
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 3,11
sparkno = s30060
guard.sparkno = s30062
HitSound = S1, 6
GuardSound = S1, 8
sparkxy = 0,0
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9.2
air.velocity = -4,-3
getpower = 30,3
fall = 0
air.fall = 1
fall.recovertime = 15
p1sprpriority = 10
guard.kill = 0

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = Time = 200
trigger2 = FrontEdgeDist <= -60
trigger3 = BackEdgeDist <= -60
trigger4 = Pos Y > 90
trigger5 = ScreenPos Y <= -120

[Statedef 222]
type     = S
movetype = A
physics  = S
ctrl     = 0
anim     = 1000

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = AnimElemTime(6) = 0
value = 1

[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S2, 0

[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S2, 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 28,-85
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 26,-75
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 24,-65
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 22,-55
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 20,-45
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 20,-45
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 225]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 2591
facep2 = 1

[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = S2, 0
channel = 1

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 17,-90
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 21,-70
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 25,-50
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 221
ID = 221
pos = 29,-30
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2591, 減速X]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X != [-3,3]
x = ifelse(vel X > 0,3,-3)

[State 2591, 減速Y]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel Y != [-3,3]
y = ifelse(vel Y > 0,3,-3)

[State 2591, 低空補正X]
type = VelAdd
trigger1 = AnimElemTime(5) < 0
trigger1 = Pos Y > -4
trigger1 = Vel X != 0
x = ifelse(vel X > 0,-0.1,0.1)

[State 2591, 低空補正Y]
type = VelSet
trigger1 = AnimElemTime(5) < 0
trigger1 = Pos Y > -4
y = -0.2

[State 2591, 基本速度補正]
type = VelAdd
trigger1 = AnimElemTime(2) < 0
trigger1 = Vel X != [-0.6,0.6]
trigger1 = Vel Y != [-0.4,0.5]
x = ifelse(vel X >= 0,-0.6,0.6)
y = ifelse(vel Y >= 0,-0.4,0.5)

[State 2591, 初期反動]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -1
y = 0

[State 2591, 反動]
type = VelAdd
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(7) <= 1
x = -0.1
y = -0.11

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = AnimElemTime(5) = 0
value = 1

[State 2591, 元の重力]
type = VelAdd
triggerall = AnimElemTime(7) > 2
trigger1 = Pos Y < -10
trigger1 = AnimElemTime(9) < 0
trigger2 = AnimElemTime(9) >= 0
y = 0.51

[State 2591, 着地防止]
type = VelAdd
trigger1 = Pos Y = [-9,0]
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(8) < 0
y = -0.2

[State 2591, コントロール可]
type = CtrlSet
trigger1 = AnimElemTime(10) >= 0
value = 1

[State 2591, 着地]
type = ChangeState
trigger1 = Pos Y > -4
trigger1 = AnimElemTime(5) >= 0
value = 52
ctrl = 1

[Statedef 226]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 2506
facep2 = 1

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
Trigger1 = AnimElemTime(5) = 0
value = 1

[State 2512, 減速X]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel X != [-3,3]
X = Ifelse(vel X > 0,3,-3)

[State 2512, 減速Y]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel Y != [-3,3]
Y = Ifelse(vel Y > 0,3,-3)

[State 2512, 低空補正X]
Type = VelAdd
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Trigger1 = Vel X != 0
X = Ifelse(vel X > 0,-0.1,0.1)

[State 2512, 低空補正Y]
Type = VelSet
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Y = -0.2

[State 2512, 基本速度補正]
Type = VelAdd
Trigger1 = AnimElemTime(2) < 0
Trigger1 = Vel X != [-0.6,0.6]
Trigger1 = Vel Y != [-0.4,0.5]
X = Ifelse(vel X >= 0,-0.6,0.6)
Y = Ifelse(vel Y >= 0,-0.4,0.5)

[State 2512, 初期反動]
Type = VelSet
Trigger1 = AnimElemTime(5) = 0
X = -1
Y = -2

[State 2512, 反動]
Type = VelAdd
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(8) <= 1
X = -0.09
Y = -0.18

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 227
ID = 227
pos = 21,-100
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 2
stateno = 227
ID = 227
pos = 25,-60
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(6) = 0
stateno = 227
ID = 227
pos = 29,-20
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(6) = 2
stateno = 227
ID = 227
pos = 33,20
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 2
trigger3 = AnimElemTime(6) = 0
trigger4 = AnimElemTime(6) = 2
value = S2, 0
channel = 1

[State 2512, 元の重力]
Type = VelAdd
TriggerAll = AnimElemTime(8) > 2
Trigger1 = Pos Y < -10
Trigger1 = AnimElemTime(12) < 0
Trigger2 = AnimElemTime(12) >= 0
Y = 0.43

[State 2512, 着地防止]
Type = VelAdd
Trigger1 = Pos Y = [-9,0]
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(12) < 0
Y = -0.2

[State 2512, コントロール可]
Type = CtrlSet
Trigger1 = AnimElemTime(14) >= 0
Value = 1

[State 2512, 着地]
Type = ChangeState
Trigger1 = Pos Y > -4
Trigger1 = AnimElemTime(12) >= 0
Value = 52
Ctrl = 1

[Statedef 227]
type     = A
movetype = A
physics  = N
anim     = 6105
sprpriority = 10

[State 2592, 影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2383]
Type = Trans
Trigger1 = 1
Trans = sub

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .95,.95,.95
trans = sub

[State 2593, 速度設定]
type = VelSet
trigger1 = Time = 0
x = 20
y = 20

[State 2593, ダメージ]
type = HitDef
trigger1 = Time = 0
attr = S, NP
animtype = Hard
damage = 14
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 3,11
sparkno = s30060
guard.sparkno = s30062
HitSound = S1, 6
GuardSound = S1, 8
sparkxy = 0,0
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9.2
air.velocity = -4,-3
getpower = 30,3
fall = 0
air.fall = 1
fall.recovertime = 15
p1sprpriority = 10
guard.kill = 0

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = Time = 200
trigger2 = FrontEdgeDist <= -60
trigger3 = BackEdgeDist <= -60
trigger4 = Pos Y > 90
trigger5 = ScreenPos Y <= -120

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

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

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

[State 300, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 8, 0
animtype = Light
guardflag = L
hitflag = MAF
getpower = 50,16
givepower = 25,8
priority = 5, Hit
pausetime = 5, 5
sparkno = S30033
guard.sparkno = S30062
hitsound = S1, 4
guardsound = S1, 8
sparkxy = -15, -40
ground.type = Low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -2,-3.6
fall.recovertime = 17
air.hittime = 15
air.fall = 1

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

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

[State 2050, シュッ]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0, 2

[State 2050, シュッ]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0, 4
freqmul = 1.5

[State 405, 幻影エフェクト]
type = Explod
trigger1 = AnimElem = 4
ID = 405
anim = 6030
pos = 36,-47
postype = P1
ownpal = 1
sprpriority = 4
removeongethit = 1
trans = sub
ignorehitpause = 1
persistent = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 35, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 150,70
givepower = 60,20
sparkno = S30060
sparkxy = -15, -70+random%41
hitsound = S1, 0
guardsound = S1, 8
guard.sparkno = S30062
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0

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

[Statedef 320]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 250
sprpriority = 2


[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 40

[State 100, 4]
type           = Explod
trigger1       = Time = 2
anim           = 4551
sprpriority    = 4
postype        = p1
pos            = 25,-8
scale          = 0.9,1.1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = null;Explod
trigger1       = Time = 3
anim           = 4551
sprpriority    = 4
postype        = p1
pos            = 25,-10
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 320, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 45, 0
animtype = Hard
guardflag = AL
hitflag = MA
getpower = 150,70
givepower = 45,15
priority = 7, Hit
pausetime = 9, 9
sparkno = S8100
sparkxy = -15, -30
hitsound = S5, 3
guardsound = S120, 1
guard.sparkno = S8400
ground.type = Low
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -4,0
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = 0,-2
fall.recovertime = 22
guard.velocity = -4
air.hittime = 19
fall = 	0
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 220, ステート変更]
type = ChangeState
trigger1 = prevstateno = 320
trigger1 = Time = 0
value = 222

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

[State 320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 空中咲夜切り
[Statedef 400]
type     = A
movetype = A
physics  = N;= A
ctrl     = 0
anim     = 605
sprpriority = 2

[State 111, VelSet]
Type = VelSet
trigger1 = vel X >= 15
X = 10

[State 605, 幻エフェクト]
type = Explod
trigger1 = AnimElemTime(3) = 1
ID = 6040
anim = 6040
pos = 24, -60
postype = P1
ownpal = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
trans = SUB
ignorehitpause = 1
persistent = 0

[State 2050, シュッ]
type = PlaySnd
trigger1 = time = 4
value = S0, 2

[State 2050, シュッ]
type = PlaySnd
trigger1 = time = 4
value = S0, 4
freqmul = 1.5

[State 605, 落ちます]
type = VelAdd
trigger1 = 1
y = 0.3

[State 605, 運べるナイフ]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
animtype = medium
damage = 15
guard.dist = 139 ;リーチ94
hitflag = MAF
guardflag = HA
priority = 5, Hit
pausetime = 9,9
sparkno = s30060
guard.sparkno = s30062
HitSound                   = s1,0
GuardSound                 = s1,8
sparkxy = -12, -50
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5,-3.8
ground.cornerpush.veloff = -4.9
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = 0
getpower = 60,40
air.fall = 1
fall.recovertime = 40
guard.kill = 0


[State 3510]
type = ctrlset
trigger1 = AnimElemTime(10) >= 0
value = 1

[State 605, 着地]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 1

;-------------------------------------
[Statedef 405]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim     = 635
sprpriority = 2

[State 111, VelSet]
Type = VelSet
trigger1 = vel X >= 15
X = 10

[State 635, 風きり音]
type = PlaySnd
trigger1 = Time = 4
value = S0, 2

[State 635, 流星キック]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
animtype = hard
damage = 40
guard.dist = 126
hitflag = MAF
guardflag = HA
priority = 5, Hit
pausetime = 15,15
sparkno = s30033
guard.sparkno = s30062
HitSound                   = s500,20
GuardSound                 = s1,8
sparkxy = -12, -50
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -5
air.velocity = -3,-1
ground.cornerpush.veloff = -6.1
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -6.5
airguard.cornerpush.veloff = 0
getpower = 80,60
air.fall = 1
fall.recovertime = 40
guard.kill = 0

[State 635, 次、2撃目]
Type = CtrlSet
Trigger1 = AnimElemTime(8) > 0
Value = 1
;投げ
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 30109
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1facing = ifelse(command = "holdfwd", 1, -1);攻撃が当たった時の自分の向き ★６
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 801      ;自分のステート変更
p2stateno = 802       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
fall.recover = 0             ;ヒットした時に相手が空中受け身を取れるかどうか（0=取れない・1=取れる）
fall.envshake.ampl = 6       ;ヒット後、相手が地面に着地した時の画面の振幅
fall.envshake.freq = 178     ;ヒット後、相手が地面に着地した時に画面が揺れる速度
fall.envshake.time = 15      ;ヒット後、相手が地面に着地した時に画面を揺らす時間



[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 30107
poweradd = 30
sprpriority = -1

[State 2000]
type =PalFx
trigger1 = time = 0
add = -256,-256,-256
sinadd = 256,256,256,48
time = 12

[State 3020, ScreenBound]
Type = posadd
Trigger1 = time = 0
X = 60

[State 852]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 50
ampl = 10

[State 2389]
type = null;Explod
trigger1 = AnimElem = 5
anim = 30057
id = 30057
postype = p2
pos =  -20, -Floor(Pos Y - (Target,Pos Y + Target,Const(Size.mid.Pos.Y)))+5
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 2389]
type = Explod
trigger1 = AnimElem = 5
anim = 30100
id = 30100
postype = p1
pos =  95, -40
scale = 0.9,0.9
sprpriority = 5
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

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

[State 6300]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = time <= 5

[State 810, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 400, 5

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 500, 38

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 500, 18

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 500, 2

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 45
pos = 99, -46

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = time >= 45
pos = 99, 0

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -80

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 802]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

[State 3020, ScreenBound]
Type = ScreenBound
Trigger1 = time <= 45
Value = 0
Movecamera = 0, 0

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

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

[State 3003, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 30108

[State 3003, ChangeAnim]
type = ChangeAnim
trigger1 = anim =  30108 && animtime = 0
value = 5080

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

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

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

[State 3002, ChangeAnim]
type = SelfState
triggerall = Time >= 130
trigger1 = anim = 5110
trigger2 = Time >= 230
value = ifelse(alive, 5120, 5150)

;---------------------------------------------------------------------------
[Statedef 1000]
type    = A
movetype= I
physics = N
poweradd= 50
velset = 0,0
anim = 2330
ctrl = 0
sprpriority = 2

[State -1]
Type           = AfterImage
Trigger1       = time = 0
Time           = 20
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 3000]
Type = VarSet
Trigger1 = command = "b"
var(36) = 1

[State 1010, 8]
type = ChangeState
trigger1 = Animelem = 6
value = 1001


[Statedef 1001]
type    = A
movetype= A
physics = N
anim = 30113
ctrl = 0
sprpriority = 2

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

[State 222, スクロール]
type = velset
trigger1 = var(36) != 1
X = 20

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s100,0

[State 1010, 8]
type = ChangeState
trigger1 = var(36) = 1
trigger1 = time >= 15
value = 0
ctrl = 1

[State 1010, 8]
type = ChangeState
trigger1 = var(36) != 1
trigger1 = p2bodydist X <= 100
trigger2 = time >= 100
value = 1002

[Statedef 1002]
type    = S
movetype= A
physics = N
poweradd= 0
anim = 2020
ctrl = 0
sprpriority = 2

[State -1]
Type           = AfterImage
Trigger1       = time = 0
Time           = 20
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,22

[state a]
type = veladd
trigger1 = vel X >= 0
x = -0.5

[State 221]
type = playerpush
trigger1 = time > 15
value = 0

[State 100, 4]
type           = null;Explod
trigger1 = movehit
anim           = 6400
sprpriority    = 5
postype        = left
pos            = 0, 0 
bindtime       = 1
ownpal         = 1
ontop = 1
scale = 1,1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 2000, 幻エフェクト]
type = Explod
trigger1 = AnimElemTime(3) = 1
ID = 2000
anim = 6060
pos = 70, -37
postype = P1
ownpal = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
trans = sub
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 500, 18
ignorehitpause = 1
persistent = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 40, 5
animtype = light
guardflag = MA
hitflag = MA
priority = 7, Hit
pausetime = 20, 20
getpower = 120,40
givepower = 60,20
sparkno = s30100
guard.sparkno = S30062
hitsound = S1, 1
guardsound = S1, 8
sparkxy = -15, -20
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.2;,-8
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = -4,-8
fall.recovertime = 22
air.hittime = 21
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120

[State 1010]
type = null;Helper
trigger1 = animelemtime(7) = 0
stateno = 1011
id = 1011
helpertype = normal
pos = 60,-45
postype = P1
keyctrl = 0
ownpal = 1

[State 1010, 8]
type = ChangeState
triggerall = movecontact
TriggerAll = var(59)=0
trigger1 = command = "236_a"
value = 1003

[State 1010, 8]
type = ChangeState
triggerall = movecontact
TriggerAll = var(59)=0
trigger1 = command = "236_b"
value = 1004

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1003]
type    = C
movetype= A
physics = N
poweradd= 0
anim = 2030
ctrl = 0
sprpriority = 2

[State -1]
Type           = AfterImage
Trigger1       = time = 0
Time           = 20
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,22

[state a]
type = veladd
trigger1 = vel X >= 0
x = -1

[state a]
type = veladd
trigger1 = animelem = 8
x = 1

[state a]
type = veladd
trigger1 = animelem = 9
x = 0

[State 221]
type = playerpush
trigger1 = time > 10
trigger2 = movecontact
value = 0

[State 2000, 幻エフェクト]
type = Explod
trigger1 = AnimElemTime(2) = 0
ID = 2000
anim = 6022
pos = 20, 0
postype = P1
ownpal = 1
scale = 0.7,0.7
sprpriority = 4
bindtime = -1
removeongethit = 1
trans = sub
ignorehitpause = 1
persistent = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = C, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 30, 5
animtype = med
guardflag = L
hitflag = MA
priority = 7, Hit
pausetime = 20, 20
getpower = 120,40
givepower = 60,20
sparkno = s30033
guard.sparkno = s30062
HitSound = s500,19
GuardSound = s1,8
sparkxy = -12, -50
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.2,-8
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = -4,-8
fall.recovertime = 22
air.hittime = 21
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120

[State 1010, 8]
type = ChangeState
triggerall = movecontact
trigger1 = command = "236_b"
value = 1004

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 1004]
type     = S
movetype = A
physics  = N
anim     = 2010
velset   = 4,0
ctrl     = 0
sprpriority = 2
p2facing = 1

[State -1]
Type           = AfterImage
Trigger1       = time = 0
Time           = 20
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 221]
type = playerpush
trigger1 = time > 15
trigger2 = movecontact
value = 0

[State 2010, 重力空間]
type = VelAdd
trigger1 = Vel Y
y = .74


[State 2010, ピョ〜ンと]
type = VelSet
trigger1 = AnimElem = 1
x = 7.1
y = -12

[State 2010, ゴーイング]
type = StateTypeSet
trigger1 = Vel Y
statetype = A

[State 2010, 風斬り]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100, 0

[State 2010, 重力追加]
type = VelAdd
trigger1 = AnimElemTime(8) > 0
y = .03

[State 2000, 幻エフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 0
ID = 2000
anim = 6080
pos = 5, -50
postype = P1
ownpal = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
trans = sub
ignorehitpause = 1
persistent = 0

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 6400
sprpriority    = 5
postype        = left
pos            = 0, 0 
bindtime       = 1
ownpal         = 1
ontop = 1
scale = 1,1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, ]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
guard.dist = 117 
hitflag = MAF
guardflag = HA
animtype = Hard
priority = 7,Hit
damage = 60
pausetime = 15, 15
guard.pausetime = 15, 20
sparkno = s30033
guard.sparkno = s30062
HitSound                   = s500,19
GuardSound                 = s1,8
sparkxy = -12, -50
ground.type = Low
ground.slidetime = 22 
ground.hittime = 22
ground.velocity = 20, 24
guard.velocity = 14
air.velocity = 20, 24
airguard.velocity = 14, 5
getpower = 60,40
fall = 1
air.fall = 1
fall.recovertime = 40
guard.kill = 0
envshake.time = 16
envshake.ampl = 16
P2StateNo = 5810


[State 2010, ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -3
value = 2001

[StateDef 1010]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 30027
SprPriority = 1
poweradd= 100

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 2000, ]
type = Explod
trigger1 = AnimElemTime(6) = 0
ID = 1010
anim = 30021
pos = 0, 5
postype = P1
ownpal = 1
sprpriority = 4
bindtime = -1
removeongethit = 1
trans = sub
ignorehitpause = 1
persistent = 0

[state 6505]
type = playsnd
trigger1 = Animelem = 6
value = 500,17

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = time >= 25
value = 1

[State 3504]
type = Helper
trigger1 = time = 25
stateno = 1011
ID = 1012
helpertype = normal
pos = 320-(random%640),0
postype = P2
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
ownpal = 0

[State 3504]
type = Helper
trigger1 = time = [25,57]
trigger1 = (GameTime%8) = 0
stateno = 1011
ID = 1011
helpertype = normal
pos = 320-(random%640),0
postype = P2
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
ownpal = 0

[state -2]
type = nothitby
triggerall = palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[Statedef 1011]
type = A
type = A
physics = N
anim = 30016
sprpriority = -5

[State a]
type = Explod
trigger1 = time >= 150
trigger1 = (GameTime%2) = 0
anim = 22125
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.87,0.87
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 150
trigger1 = (GameTime%4) = 1
anim = 22125
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.5,0.5 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 150
trigger1 = (GameTime%6) = 0
anim = 6670
sprpriority = 16
postype = p1
pos = 0,5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time = [70,150]
trigger1 = (GameTime%4) = 0
anim = 22125
sprpriority = 16
postype = p1
pos = -20 + (random%40),0 - (random%4)
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%5)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State 3505]
type = posset
trigger1 = time >= 0
Y = 5

[State 3505]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 3505]
type = playsnd
triggerall = time >= 150
triggerall = time <= 250
triggerall = ishelper(1012)
trigger1 = (GameTime%10) = 1
value = S500,9

[State 2244, プロジェオンヘルパー]
type = Projectile
triggerall = time >= 150
triggerall = time <= 250
trigger1 = (GameTime%4)+ (random%5) = 1
attr = A, NP
damage = 5,1
animtype = diagup
hitflag = MAFD
guardflag = MA
projhitanim = 6999          ;飛び道具がヒットした時のアニメ
projremanim = 6999          ;飛び道具が消える時のアニメ
offset = -30 + (random%15),0               ;飛び道具の出現位置
velocity = 0,-40             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 2241              ;飛び道具のＩＤナンバー
projanim = 30022            ;飛び道具のアニメ
projscale = 0.5,0.5             ;飛び道具の大きさ
HitSound                   = s1,1
GuardSound                 = s1,8
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 2         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -500,20    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s30060
Guard.SparkNo              = s30062
SparkXY                    = 0,0
pausetime = 0, 0
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3 + (random%6), -4
air.velocity = -3 + (random%6),-4
airguard.velocity = -3 + (random%6),-2
getpower = 20,1
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 19
guard.kill = 0

[state 11100]
type = velset
triggerall = time >= 100
trigger1 = p2bodydist X< 0 && Time >= 20
x = -0.9

[state 1]
type = velset
triggerall = time >= 100
trigger1 = p2bodydist X > 0 && Time >= 20
x = 0.9

[State 2244, 本体消滅]
type = DestroySelf
trigger1 = Time >= 250
trigger2 = roundstate != 2
trigger3 = root,movetype = H
;trigger3 = parent,stateno = 2389
;trigger4 = parent,stateno = 3531
;trigger4 = parent,movetype = H
;trigger4 = parent,stateno != [120,155]
;trigger5 = parent,stateno = 3547

[StateDef 1020]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 30012
SprPriority = 1
poweradd= 100

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[state 6505]
type = playsnd
trigger1 = Animelem = 6
value = 500,12

[State 2395]
type = Helper
trigger1 = Animelem = 6
stateno = 1021
ID = 1021
name = "card"
helpertype = normal
pos = 20,-60
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 0
pausemovetime = 0

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = time >= 44
value = 1

[state -2]
type = nothitby
triggerall = palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[Statedef 1021]
type     = A
movetype = A
physics  = N
velset   = 25,0
sprpriority = 8

[State 2399]
Type = VarRandom
Trigger1 = Time = 0
V = 17
Range = 0,5

[State 2399]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 40000+Var(17)

[State 2244, ]
type = parentVaradd
trigger1 = Time = 0
var(6) = -1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  

[state -2]
type = nothitby
triggerall = parent,palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 2241, のびのび運動]
type = AngleDraw
trigger1 = 1
scale = 1 , 0.4


[State 2244, プロジェオンヘルパー]
type = Projectile
trigger1 = Time = 1
attr = A, NP
damage = 10
animtype = Hard
;guardflag = L
pausetime = 0,0
offset = 2,0               ;飛び道具の出現位置
velocity = 25,0             ;飛び道具の移動初速度
accel = 0.1,0               ;飛び道具の加速度
projID = 6116               ;飛び道具のＩＤナンバー
projanim = 6116             ;飛び道具のアニメ
projhitanim = 6999          ;飛び道具がヒットした時のアニメ
projremanim = 6999          ;飛び道具が消える時のアニメ
projcancelanim = 6999       ;飛び道具相殺時のアニメ（未記入時はprojremanimと同じ）
projscale = 0,0             ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
HitSound                   = s500,13
;GuardSound                 = s1,8
projhits = 1                ;飛び道具のヒット数
projmisstime = 0            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 2         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -240,1    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s30023
Guard.SparkNo              = s30062
SparkXY                    = 22,0
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3, -2
air.velocity = -4,-2
getpower = 20
fall = 1
fall.recover = 0
guard.kill = 0
p1stateno = 1025
p2stateno = 1027
kill = 0

[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2244, 本体消滅]
type = DestroySelf
trigger1 = projhits = 6116
trigger2 = FrontEdgeDist < -80
trigger3 = Time > 200

[StateDef 1025]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 30013
SprPriority = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = time = 70
value = 1026

[State 2382]
Type = Helper
trigger1 = time = 69
helperype = normal
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2

[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1


[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 69
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P2
bindtime = -1

[state -2]
type = nothitby
triggerall = palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[StateDef 1026]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 30015
SprPriority = 1

[State 100, 4]
type           = Explod
trigger1 = time = 0
anim           = 6400
sprpriority    = 5
postype        = left
pos            = 0, 0 
bindtime       = 1
ownpal         = 1
ontop = 1
scale = 1,1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 6505]
type = envcolor
trigger1 = time = 0
time = 2
value = 250,250,250

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state -2]
type = nothitby
triggerall = palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 3222, TargetLifeAdd]
Type = null;TargetLifeAdd
trigger1 = time = 1
Value = -90

[state 6505]
type = playsnd
trigger1 = time = 1
value = 400,5
freqmul = 1.0+(random%1)

[state 6505]
type = playsnd
trigger1 = time = 1
value = 500,11

[Statedef 1027]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 2399]
Type = NotHitBy
Trigger1 = 1
Value = SAC


[State 52, 1]
type = posadd
trigger1 = time = 71
x = -160+(random%320)


[State 2397]
type = ChangeAnim2
Trigger1 = Time = 0
value = 30014

[State 2397]
type = changeState
trigger1 = time = 72
value = 1028

[Statedef 1028]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2245]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 2245]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2245]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 2398]
Type = NotHitBy
Trigger1 = 1
Value = SAC

[state 2245]
type = velset
trigger1 = time = 0
x = 0
y = -122

[state 2245]
type = veladd
trigger1 = 1
y = 1.5

[State 3222, TargetLifeAdd]
Type = LifeAdd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
Value = -90

[State 2245]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 7050] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[StateDef 2399]
Type = A
Physics = N
Anim = 6310
SprPriority = 8

[State 2399]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 2399]
Type = null;Trans
Trigger1 = 1
Trans = Add

[State 2399]
Type = VarRandom
Trigger1 = Time = 0
V = 17
Range = 0,5

[State 2399]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6310+Var(17)

[State 2383]
Type = VarRandom
Trigger1 = Time = 0
V = 30
Range = 2,30

[State 2383]
Type = AngleDraw
Trigger1 = 1

[State 2383]
Type = Angleadd
Trigger1 = 1
Value = Var(30)

[State 2399]
Type = VelSet
Trigger1 = time = 0
X = -6+(random%12)
y = -12+(random%12)

[State 1051]
type = trans
trigger1 = 1
trans = add

[State 1051]
type = VelAdd
trigger1 = 1
y = 0.5

[State 2399]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 2383]
Type = changestate
Trigger1 = Time = 40
value = 2384

[Statedef 1030]
type     = A
movetype = A
physics  = A
ctrl     = 0
velset = 10,-15
anim     = 30029
sprpriority = 2
poweradd= 50

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 26
Trans          = sub
Length         = 5
TimeGap        = 1
FrameGap       = 1
PalBright      = 100 , 100 , 100
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[state 2386, 行動開始]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -1
value = 52

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = time >= 10
value = 1

[State 0, Helper]
Type = Helper
Trigger1 = time = 0
SprPriority = -5
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 1031
StateNo = 1031
Name = "cuter"

[state 3510]
type = playsnd
trigger1 = time = 1
value = 0,3

[state 3510]
type = playsnd
trigger1 = time = 0
value = 500,22

[state 2394]
type = hitdef
trigger1 = animelem = 1
attr = S, SA
guarddist =170
damage = 105,1
guardflag = MA
priority = 4
pausetime = 5,5
sparkno = s30033
sparkxy = -25,-40
guard.sparkno = s30062
hitsound = s500,19
guardsound = s1,8
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -1,-6
air.velocity = -1, -6
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 10
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1
envshake.time = 20 
envshake.ampl = 20 
envshake.freq = 90
fall.recovertime = 30
guard.kill = 0
p2stateno = 1032

[state -2]
type = nothitby
triggerall = palno = [1,6]
trigger1 = animelem <= 6
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT


[state -2]
type = nothitby
triggerall = palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 1051]
type = VelAdd
trigger1 = 1
y = .53

[State 1051]
type = VelAdd
triggerall  = time <= 15
trigger1 = 1
x = -0.4


[StateDef 1031]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 30068;6212
SprPriority = 5

[State 3511]
type = angledraw
trigger1 = 1
scale =1,1.7

[State 186, Trans]
Type = Trans
Trigger1 = 1
Trans = sub

[state 2394]
type = projectile
trigger1 = parent,palno = [7,12]
trigger1 = animelem = 1
attr = S, SP
projanim                   = 30030
ProjID                     = 30030
projhitanim                = 30030
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
damage = 15,1
guardflag = MA
priority = 4
pausetime = 15,5
sparkno = s30059
sparkxy = 35,-40
guard.sparkno = s30062
hitsound = s500,13
guardsound = s1,8
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -1,-6
air.velocity = -1, -6
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 10
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1


[state 2394]
type = projectile
trigger1 = parent,palno = [7,12]
trigger1 = animelem = 2
attr = S, SP
projanim                   = 30031
ProjID                     = 30031
projhitanim                = 30031
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
damage = 20,1
guardflag = MA
priority = 4
pausetime = 15,5
sparkno = s30059
sparkxy = 35,-40
guard.sparkno = s30062
hitsound = s500,13
guardsound = s1,8
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -1,-6
air.velocity = -1, -6
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 10
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1

[state 2394]
type = projectile
trigger1 = parent,palno = [7,12]
trigger1 = animelem = 4
attr = S, SP
projanim                   = 30032
ProjID                     = 30032
projhitanim                = 30032
offset                     = 0,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
damage = 25,1
guardflag = MA
priority = 4
pausetime = 15,5
sparkno = s30060
sparkxy = 30,-40
guard.sparkno = s30062
hitsound = s500,23
guardsound = s1,8
ground.type = High
ground.slidetime = 2
ground.hittime = 0
ground.velocity = -1,-6
air.velocity = -1, -6
Fall.Recover = 1
Fall = 1
Air.Fall = 1
fall.recovertime = 10
guard.kill = 0
GetPower                   = 10,10
Hitonce                    = 1
NumHits                    = 1
guard.kill = 0
p2stateno = 1032

[State 6328, DestroySelf]
Type = DestroySelf
trigger1 = animtime =0
trigger2 = root,stateno != 1030

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 20,-20
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 6328, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[Statedef 1032]
type    = A
movetype= H
physics = N
velset = -3,-15

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1032, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 1032, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1032, アニメ変更] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1032, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[StateDef 1040]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 30019
SprPriority = 1
poweradd= 50

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = time >= 12
value = 1

[state 6505]
type = playsnd
trigger1 = Animelem = 6
value = 500,14

[State 2395]
type = Helper
trigger1 = Animelem = 6
stateno = 1041
ID = 1041
name = "card"
helpertype = normal
pos = 20,-50
postype = P1
ownpal = 0
ignorehitpause = 1
persistent = 0
supermovetime = 0
pausemovetime = 0

[state -2]
type = nothitby
triggerall = palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[Statedef 1041]
type     = A
movetype = I
physics  = N
sprpriority = 8

[State 2244, ]
type = parentVaradd
trigger1 = Time = 0
var(6) = -1

[State 2399]
Type = VarRandom
Trigger1 = Time = 0
V = 17
Range = 0,5

[State 2399]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 40000+Var(17)

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  

[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2244,]
type = changestate
Triggerall = time >= 65
TriggerAll = parent,Var(59) = 0
trigger1 = parent,command = "x"
Trigger2 = time = 550
value = 1042

[State 2244,]
type = changestate
TriggerAll = parent,Var(59) >= 1
Triggerall = time >= 65
Triggerall = P2bodyDist Y > -5
TriggerAll=EnemyNear,Alive
TriggerAll=p2StateType != L
Trigger1 = P2BodyDist X =[70,120]
Trigger2 = P2BodyDist X =[-120,-70]
value = 1042

[State 2399]
Type = DestroySelf
Trigger1 = root,movetype = H
Trigger1 = root,stateno != [120,155]

[State 2244,]
type = changestate
Trigger1 = time = 550
value = 1042

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


[State 6670, AngleDraw]
Type = AngleAdd
triggerall = time <= 40
Trigger1 =  1
Value = 60

[State 2399]
Type = VelSet
Trigger1 = time = 0
X = 2+(random%3)
Y = -6

[State 2399]
Type = VelSet
Trigger1 = time = 5
X = 2+(random%3)
Y = -5

[State 2399]
Type = VelSet
Trigger1 = time = 10
X = 1+(random%2)
Y = -4

[State 2399]
Type = VelSet
Trigger1 = time = 20
X = 1+(random%2)
Y = -3

[State 2399]
Type = VelSet
Trigger1 = time = 30
X = 1+(random%2)
Y = -2

[State 2399]
Type = VelSet
Trigger1 = time = 40
X = 0
Y = 0

[Statedef 1042]
type     = A
movetype = A
physics  = N
anim     = 40005
velset   = 25,40
sprpriority = 8
facep2 = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  

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


[State 6670, AngleDraw]
Type = AngleAdd
trigger1 = time = 0
Value = 12

[state 6505]
type = playsnd
trigger1 = time = 0
value = 500,12

[State 2244, プロジェオンヘルパー]
type = Projectile
trigger1 = Time = 1
attr = A, NP
damage = 30
animtype = Hard
guardflag = MA
pausetime = 20,50
guardpausetime = 20,10
offset = 2,0               ;飛び道具の出現位置
velocity = 25,40             ;飛び道具の移動初速度
accel = 0.1,0               ;飛び道具の加速度
projID = 1042               ;飛び道具のＩＤナンバー
projanim = 30016            ;飛び道具のアニメ
projhitanim = 6999          ;飛び道具がヒットした時のアニメ
projremanim = 6999          ;飛び道具が消える時のアニメ
projcancelanim = 6999       ;飛び道具相殺時のアニメ（未記入時はprojremanimと同じ）
projscale = 2,2             ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
HitSound                   = s500,13
GuardSound                 = s1,8
projhits = 1                ;飛び道具のヒット数
projmisstime = 0            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 2         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -240,1    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s30023
Guard.SparkNo              = 6015
SparkXY                    = 22,20
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3, -2
air.velocity = -4,-2
getpower = 20
fall = 1
fall.recover = 0
guard.kill = 0
;p1stateno = 2396
p2stateno = 1045

[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2244, 本体消滅]
type = DestroySelf
trigger1 = Time >= 15

[Statedef 1045]
type    = A
movetype= H
physics = N

[State 1032, 速度加算]
type = Velset
trigger1 = 1
x = 0
y = 0

[State -2,l]
type = lifeadd
trigger1 = (GameTime%10)= 1
value = -1

[State -2]
type = PalFX
trigger1 = time = 0
time = 70
add = -255,-255,-255
sinadd = 150,150,100,100

[State 1032, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1032, 相手ステートに戻す]
type = SelfState
trigger1 = time = 60
value = 5030


[Statedef 1050]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 2505
poweradd= 50

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
Trigger1 = AnimElemTime(5) = 0
value = 1

[State 2512, 減速X]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel X != [-3,3]
X = Ifelse(vel X > 0,3,-3)

[State 2512, 減速Y]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel Y != [-3,3]
Y = Ifelse(vel Y > 0,3,-3)

[State 2512, 低空補正X]
Type = VelAdd
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Trigger1 = Vel X != 0
X = Ifelse(vel X > 0,-0.1,0.1)

[State 2512, 低空補正Y]
Type = VelSet
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Y = -0.2

[State 2512, 基本速度補正]
Type = VelAdd
Trigger1 = AnimElemTime(2) < 0
Trigger1 = Vel X != [-0.6,0.6]
Trigger1 = Vel Y != [-0.4,0.5]
X = Ifelse(vel X >= 0,-0.6,0.6)
Y = Ifelse(vel Y >= 0,-0.4,0.5)

[State 2512, 初期反動]
Type = VelSet
Trigger1 = AnimElemTime(5) = 0
X = -1
Y = -1

[State 2512, 反動]
Type = VelAdd
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(8) <= 1
X = -0.09
Y = -0.18

[State 3510]
type = varadd
Trigger1 = AnimElemTime(5) = 0
V = 6
value = -1

[State 2512, Helper]
Type = Helper
Trigger1 = numhelper(10550) != 0
Trigger1 = AnimElemTime(5) = 0
Stateno = 1055
ID = 1055
Name = "card"
Pos = 20,-50
PosType = P1
Ownpal = 0
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State 2512, Helper]
Type = Helper
Trigger1 = numhelper(10550) = 0
Trigger1 = AnimElemTime(5) = 0
Stateno = 1055
ID = 10550
Name = "card"
Pos = 20,-50
PosType = P1
Ownpal = 0
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State 2512, 音]
Type = PlaySnd
Trigger1 = AnimElemTime(5) = 0
value = S500, 12

[State 2512, 元の重力]
Type = VelAdd
TriggerAll = AnimElemTime(8) > 2
Trigger1 = Pos Y < -10
Trigger1 = AnimElemTime(12) < 0
Trigger2 = AnimElemTime(12) >= 0
Y = 0.43

[State 2512, 着地防止]
Type = VelAdd
Trigger1 = Pos Y = [-9,0]
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(12) < 0
Y = -0.2

[State 2512, ダッシュキャンセル]
Type = ChangeState
TriggerAll = Var(2) != 0
Triggerall = AnimElemTime(6) >= 0
Trigger1 = command = "FF"
Trigger2 = Command = "holdz" && Command = "holdfwd"
Value = 103
Ctrl = 0

[State 2512, ダッシュキャンセル]
Type = ChangeState
TriggerAll = Var(2) != 0
Triggerall = AnimElemTime(6) >= 0
Trigger1 = command = "BB"
Trigger2 = Command = "holdz" && Command = "holdback"
Value = 108
Ctrl = 0

[State 2512, コントロール可]
Type = CtrlSet
Trigger1 = AnimElemTime(14) >= 0
Value = 1

[State 2512, 着地]
Type = ChangeState
Trigger1 = Pos Y > -4
Trigger1 = AnimElemTime(12) >= 0
Value = 52
Ctrl = 1

[Statedef 1055]
type     = A
movetype = A
physics  = N
anim     = 40006
velset   = 25,28
sprpriority = 8


[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  

[State 2592, ダメージ]
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype = Hard
damage = 15
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 20,20
sparkno = s30059
guard.sparkno = s30062
HitSound = S500, 13
GuardSound = S1, 8
sparkxy = 22,10
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3.2
air.velocity = -4,-3
getpower = 25
fall = 0
air.fall = 1
fall.recovertime = 15
p1sprpriority = 10
guard.kill = 0

[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2244]
type = changestate
trigger1 = movecontact
value = 1058

[State 2244]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1056


[Statedef 1056]
type     = A
movetype = I
physics  = N
velset   = 0,0
sprpriority = 8

[State 2244]
type = afterimagetime
trigger1 = 1
time = 0

[State 2389]
type = Explod
trigger1 = time = 1
anim = 50000+Var(17)
id = 50000
postype = p1
pos = 0, 0
sprpriority = 10-(random%10)
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = 1
removetime = -1

[State 2399]
Type = VarRandom
Trigger1 = Time = 0
V = 17
Range = 0,4

[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
flag2 = invisible

[State 605]
type = PlaySnd
trigger1 = Time = 0
value = S500, 16

[State 2244,]
type = changestate
Trigger1 = parent,Var(59) = 0
trigger1 = parent,command = "x"
Trigger2 = time >= 550
Trigger3 = helper(10550),stateno = 1057
Trigger4 = helper(1055),stateno = 1057
value = 1057

[State 2244,]
type = changestate
TriggerAll = parent,Var(59) >= 1
Triggerall = P2bodyDist Y > -40
TriggerAll=EnemyNear,Alive
TriggerAll=p2StateType != L
TriggerAll=p2moveType != H
Trigger1 = P2BodyDist X =[-30,30]
value = 1057

[Statedef 1057]
type     = A
movetype = A
physics  = N
anim     = 30065
velset   = 0,0
sprpriority = 8

[State 2244]
type = afterimagetime
trigger1 = 1
time = 0

[State 2389]
type = Explod
trigger1 = time = 1
anim = 30065
id = 30065
postype = p1
pos = 0, 0
sprpriority = 1
scale = 1.5,1.5
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = 1
trans = sub

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%2) = 0
anim = 22125
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22125
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State 4100]
Type = PlaySnd
trigger1 = ishelper(10550)
trigger1 = animelem = 2
Value = S500, 37

[State 4100]
Type = PlaySnd
trigger1 = ishelper(10550)
trigger1 = time >= 0
trigger1 =(gameTime%15) = 1+(random%2)
Value = S500, 33
freqmul = 0.7+((random%8)*0.1)

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 2
value = 255,255,255
time = 2

[State 2244]
type = removeexplod
trigger1 = 1
ID = 50000

[State 2592, ダメージ]
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype = Hard
damage = 8
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1;s30059
guard.sparkno = s30062
HitSound = S500, 33
GuardSound = S1, 8
sparkxy = 22,10
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3.2
air.velocity = -4,-3
getpower = 100
fall = 0
air.fall = 1
fall.recovertime = 15
p1sprpriority = 10
guard.kill = 0
p2stateno = 1028


[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
flag2 = invisible

[State 2244]
type = destroyself 
trigger1 = time >= 30

[Statedef 1058]
type     = A
movetype = A
physics  = N
anim     = 30065
velset   = 0,0
sprpriority = 8

[State 2244]
type = afterimagetime
trigger1 = 1
time = 0

[State 2389]
type = Explod
trigger1 = time = 1
anim = 30065
id = 30065
postype = p1
pos = 0, 0
sprpriority = 1
scale = 1.5,1.5
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = 1
trans = sub

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%2) = 0
anim = 22125
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22125
sprpriority = 16
postype = p1
pos = 0,0
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = sub

[State 4100]
Type = PlaySnd
trigger1 = animelem = 2
Value = S500, 37

[State 4100]
Type = PlaySnd
trigger1 = time >= 0
trigger1 =(gameTime%15) = 1+(random%2)
Value = S500, 33
freqmul = 0.7+((random%8)*0.1)

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 2
value = 255,255,255
time = 2

[State 2244]
type = removeexplod
trigger1 = 1
ID = 50000

[State 2592, ダメージ]
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype = Hard
damage = 8
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1;s30059
guard.sparkno = s30062
HitSound = S500, 33
GuardSound = S1, 8
sparkxy = 22,10
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3.2
air.velocity = -4,-3
getpower = 100
fall = 0
air.fall = 1
fall.recovertime = 15
p1sprpriority = 10
guard.kill = 0
p2stateno = 1028


[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
flag2 = invisible

[State 2244]
type = destroyself 
trigger1 = time >= 30

[Statedef 1060]
type    = A
physics = N
velset = 0,0
anim = 2381
facep2 = 1
ctrl = 0

[State 2383]
Type = Varadd
Trigger1 = prevstateno = [5000,5110]
Trigger1 = Time = 0
V = 6
value = -4

[State 2383]
Type = Varadd
Trigger1 = Time = 0
V = 6
value = -1

[State 3020, ScreenBound]
Type = null;ScreenBound
trigger1  = 1
Value = 0
Movecamera = 0, 0

[State 2386]
Type = NotHitBy
Trigger1 = Time >= 0
Value = SAC

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386, 音半分];相手には9Fだけ聞こえる
type = PlaySnd
trigger1 = AnimElem = 7
value = S400, 5

[State 3221, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = Floor(P2Dist X)+15

[State 3221, PosAdd]
Type = PosAdd
TriggerAll = Var(59) = 0
Triggerall = AnimElem = 8
Trigger1 = command != "holdback"
Trigger2 = command != "holdfwd"
X = Var(10)

[State 2386]
type = null;PosAdd
TriggerAll = Var(20) = 0
Trigger1 = AnimElem = 8
;Trigger1 = time = 22
Trigger1 = command != "holdback"
x = 400


[State 2386]
type = velAdd
TriggerAll = Var(59) = 0
Trigger1 = AnimElem = 8
Trigger1 = command = "holdback"
Trigger1 = command != "holdfwd"
x = -400

[State 2386]
type = velAdd
TriggerAll = Var(59) = 0
Trigger1 = AnimElem = 8
Trigger1 = command != "holdback"
Trigger1 = command = "holdfwd"
x = 400

[State 2382]
Type = PosSet
Trigger1 = AnimElem = 8
y = 0

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = 1
Value = SCA, NA, SA, HA ,NP, SP, HP

[State 2386, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 2386]
type = Posset
Trigger1 = Pos Y >= 1
Trigger1 = time = 23
y = 0

[state 2386, 行動開始]
type = ChangeState
trigger1 = AnimelemTime(9) >= 0 && Pos Y >= 0
value = 0
ctrl = 1

[State -2]
type = PalFX
triggerall = palno = [1,6]
trigger1 = time = 0
time = 10
add = 1,1,1



[Statedef 1061]
type    = A
physics = N
velset = 0,0
anim = 2381
facep2 = 1
ctrl = 0

[State 2383]
Type = Varadd
Trigger1 = prevstateno = [5000,5110]
Trigger1 = Time = 0
V = 6
value = -4

[State 2383]
Type = Varadd
Trigger1 = Time = 0
V = 6
value = -1

[State 3020, ScreenBound]
Type = null;ScreenBound
trigger1  = 1
Value = 0
Movecamera = 0, 0

[State 2386]
Type = NotHitBy
Trigger1 = Time >= 0
Value = SAC

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386, 音半分];相手には9Fだけ聞こえる
type = PlaySnd
trigger1 = AnimElem = 7
value = S400, 5

[State 3221, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = Floor(P2Dist X)+15

[State 3221, PosAdd]
Type = PosAdd
Trigger1 = AnimElem = 8
X = Var(10)

[State 2382]
Type = PosSet
Trigger1 = AnimElem = 8
y = 0

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = 1
Value = SCA, NA, SA, HA ,NP, SP, HP

[State 2386, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[state 2386, 行動開始]
type = ChangeState
trigger1 = AnimelemTime(9) >= 0 && Pos Y >= 0
value = 0
ctrl = 1

[State -2]
type = PalFX
triggerall = palno = [1,6]
trigger1 = time = 0
time = 10
add = 1,1,1


[Statedef 1062]
type    = A
physics = N
velset = 0,0
anim = 2381
facep2 = 1
ctrl = 0

[State 2383]
Type = Varadd
Trigger1 = prevstateno = [5000,5110]
Trigger1 = Time = 0
V = 6
value = -4

[State 2383]
Type = Varadd
Trigger1 = Time = 0
V = 6
value = -1

[State 3020, ScreenBound]
Type = null;ScreenBound
trigger1  = 1
Value = 0
Movecamera = 0, 0

[State 2386]
Type = NotHitBy
Trigger1 = Time >= 0
Value = SAC

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386]
Type = Helper
Trigger1 = AnimelemTime(7) = 0
Trigger2 = AnimelemTime(7) = 1
Stateno = 2383
ID = 2383
Pos = 5,-60
PosType = P1
bindtime = -1
ownpal = 0

[State 2386, 音半分];相手には9Fだけ聞こえる
type = PlaySnd
trigger1 = AnimElem = 7
value = S400, 5

[State 2386]
type = velAdd
Trigger1 = AnimElem = 8
x = -400


[State 2382]
Type = PosSet
Trigger1 = AnimElem = 8
y = 0

[State -2]
type = NotHitBy
triggerall = palno = [7,12]
trigger1 = 1
Value = SCA, NA, SA, HA ,NP, SP, HP

[State 2386, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 2386]
type = Posset
Trigger1 = Pos Y >= 1
Trigger1 = time = 23
y = 0

[state 2386, 行動開始]
type = ChangeState
trigger1 = AnimelemTime(9) >= 0 && Pos Y >= 0
value = 0
ctrl = 1

[State -2]
type = PalFX
triggerall = palno = [1,6]
trigger1 = time = 0
time = 10
add = 1,1,1


;トランプエフェクト
[StateDef 2383]
Type = A
Physics = N
Anim = 6310
SprPriority = 8

[State 2383]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 2383]
Type = Trans
Trigger1 = 1
Trans = add

[State 2383]
Type = VarRandom
Trigger1 = Time = 0
V = 17
Range = 0,5

[State 2383]
Type = VarRandom
Trigger1 = Time = 0
V = 30
Range = 2,30

[State 2383]
Type = AngleDraw
Trigger1 = 1

[State 2383]
Type = Angleadd
Trigger1 = 1
Value = Var(30)

[State 2383]
Type = VelSet
Trigger1 = time = 0
X = 6-random%12
Y = 6-random%5

[State 2383]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6310+Var(17)

[State 2383]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 2383]
Type = changestate
Trigger1 = Time = 40
value = 2384

[Statedef 2384]
Physics = N

[State 2383]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 2383]
Type = AngleDraw
Trigger1 = 1

[State 2383]
Type = Angleadd
Trigger1 = 1
Value = Var(30)

[State 2383]
Type = VarRandom
Trigger1 = Time = 0
V = 17
Range = 0,5

[State 2383]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 6310+Var(17)

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

[State 2383]
Type = DestroySelf
Trigger1 = Time >= 20

[Statedef 1070]
type     = S
movetype = A
physics  = S
anim     = 30042
ctrl     = 0
poweradd= 50

[state 6506,1]
type = nothitby
trigger1 = palno = [7,12]
trigger1 = 1
value = SCA
time = 1

[state a]
type = PlayerPush
Trigger1 = time <= 40
value = 0

[State 2399]
Type = VelSet
Trigger1 = animelem = 2
X = 3


[State 2399]
Type = VelSet
Trigger1 = animelem = 3
X = 5


[State 2399]
Type = VelSet
Trigger1 = animelem = 5
X = 10


[State 2399]
Type = VelSet
Trigger1 = animelem = 6
X = 42


[State 2399]
Type = VelSet
Trigger1 = animelem = 9
X = 0

[State 1000, HitDef]
Type = projectile
triggerall = p2BodyDist Y >= -80
triggerall = p2BodyDist x = [-250,150]
Triggerall = time >= 9
Triggerall = time <= 31
trigger1 = (GameTime%3) = 0
projanim                   = 30010
ProjID                     = 30010
projhitanim                = 30010
offset                     = 0,0
postype                    = p2
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = S, NP
Damage = 18,1
AnimType = up
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 210
Priority = 7, Hit
PauseTime = 1, 5
Guard.PauseTime = 1, 25
SparkNo     = s30033
Guard.SparkNo    = s30062
SparkXY = -Random%40, -55-Random%40
HitSound = S500, 20
GuardSound = S1, 8
Ground.Type = High
Ground.Velocity = 0,-12
Guard.Velocity = -3
Guard.Pause = 7
Air.Velocity = 0,-12
envshake.time = 5           ;ヒットした時に画面を揺らす時間
envshake.ampl = 12            ;ヒットした時の画面の振幅
envshake.freq = 80          ;ヒットした時に画面が揺れる速度
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 10
guradklill = 0
klill = 0
GetPower = 8, 6

[State 1000, HitDef]
Type = projectile
Trigger1 = time = 45
projanim                   = 30010
ProjID                     = 30011
projhitanim                = 30010
offset                     = 0,0
postype                    = p2
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = S, NP
Damage = 60
AnimType = up
SuperMovetime = 5
Air.AnimType = Back
GuardFlag = MA
Guard.Dist = 210
Priority = 7, Hit
PauseTime = 1, 24
SparkNo     = -1
Guard.SparkNo    = s30033
SparkXY = -Random%20, -55-Random%20
HitSound = S500, 19
GuardSound = S1, 8
Ground.Type = High
Ground.Velocity = 3,-9
Guard.Velocity = -3
Air.Velocity = 3,-9
envshake.time = 25           ;ヒットした時に画面を揺らす時間
envshake.ampl = 18            ;ヒットした時の画面の振幅
envshake.freq = 90          ;ヒットした時に画面が揺れる速度
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 40, 10
p2stateno = 1032

[State 100, 4]
type           = Explod
trigger1 = projhit30011= 1
anim           = 6400
sprpriority    = 5
postype        = left
pos            = 0, 0 
bindtime       = 1
ownpal         = 1
ontop = 1
scale = 1,1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 2389]
type = Explod
trigger1 = projhit30011= 1
anim = 30043
id = 30043
postype = left
pos = 0, -20
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
persistent = 0

[State 2389]
type = Explod
triggerall = PalNo = [1, 6]
;Trigger1 = life >= 400
Trigger1 = animelem = 12
anim = 30087
id = 30087
postype = p1
pos = 0, 0
sprpriority = -1
supermove = 0
ownpal = 1
removeongethit = 1
bindtime = -1
trans = add

[State 3510]
type = ctrlset
triggerall = PalNo = [7, 12]
trigger1 = time >= 40
value = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = projhit30011= 1
value = 255,255,255
time = 3
under = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S500,37
freqmul = 1.5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S500,37
freqmul = 1.2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S500,37
freqmul = 1

[State a]
type = Explod
trigger1 = time >=8
trigger1 = time <=16
anim = 22125
sprpriority = 11
postype = p1
pos = -25 ,-25- (random%25)
scale = 0.4 - (random%1),0.4 - (random%1)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0.35, 0
vel = -11 + (random%3),-2 + (random%4)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1071

[StateDef 1071]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 30009
SprPriority = 1

[State 2393]
type = changestate
trigger1 = animtime = 0
value = 0
Ctrl = 1

[Statedef 1075]
type     = S
movetype = A
physics  = S
anim     = 30106
ctrl     = 0
poweradd= 80

[state a]
type = PlayerPush
Trigger1 = time <= 40
value = 0

[State 2399]
Type = VelSet
Trigger1 = animelem = 6
X = 3


[State 2399]
Type = VelSet
Trigger1 = animelem = 7
X = 5


[State 2399]
Type = null;VelSet
Trigger1 = animelem = 8
X = 10


[State 1000, 0]
type = velSet
trigger1 = animelem = 8
x = (p2dist x + 60)


[State 2399]
Type = VelSet
Trigger1 = animelem = 9
X = 0

[State 1000, HitDef]
Type = projectile
triggerall = p2BodyDist Y >= -60
triggerall = p2BodyDist x = [-250,150]
Triggerall = time >= 34
trigger1 = (GameTime%5) = 0
projanim                   = 30010
ProjID                     = 30010
projhitanim                = 30010
offset                     = 0,0
postype                    = p2
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = S, SP
Damage = 20,1
AnimType = hard
Guard.Dist = 340
SuperMovetime = 5
Air.AnimType = hard
hitflag = HMLAF
GuardFlag = MA
Priority = 0, Hit
PauseTime = 30, 30
SparkNo     = s30033
Guard.SparkNo    = s30062
SparkXY = -Random%40, -55-Random%40
HitSound = S500, 20
GuardSound = S1, 8
Ground.Type = High
Ground.Velocity = 0,0
Guard.Velocity = -3
Guard.Pause = 7
Air.Velocity = 0,-3
envshake.time = 5           ;ヒットした時に画面を揺らす時間
envshake.ampl = 12            ;ヒットした時の画面の振幅
envshake.freq = 80          ;ヒットした時に画面が揺れる速度
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 10
guradklill = 0
kill = 0
GetPower = 8, 6

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S500,37
freqmul = 1.5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S500,37
freqmul = 1.2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S500,37
freqmul = 1

[state 6506,1]
type = nothitby
trigger1 = palno = [7,12]
trigger1 = 1
value = SCA
time = 1

[State 100, ChangeState]
type = ChangeState
Trigger1 = animtime = 0
value = 1076

[Statedef 1076]
type     = S
movetype = A
physics  = S
anim     = 30105
ctrl     = 0
facep2 = 1

[State 2000]
type =PalFx
trigger1 = time = 0
add = -250,-250,-250
sinadd = 250,250,250,60
time = 30

[State 2399]
Type = null;turn
Trigger1 = time = 1
value = 1

[State 2399]
Type = trans 
Trigger1 = 1
trans = add

[State 2399]
Type = VelSet
Trigger1 = time = 1
X = 2

[State 2399]
Type = VelSet
Trigger1 = animelem = 3
X = 5


[State 2399]
Type = VelSet
Trigger1 = animelem = 4
X = 10


[State 2399]
Type = VelSet
Trigger1 = animelem = 6
X = 4


[State 1000, HitDef]
Type = projectile
triggerall = p2BodyDist Y >= -60
triggerall = p2BodyDist x = [-50,100]
Trigger1 = animelem = 4
projanim                   = 30010
ProjID                     = 1076
projhitanim                = 30010
offset                     = 0,0
postype                    = p2
projscale                  = 1,1
projremove                 = 0
projremovetime             = 1
Attr = S, NP
Damage = 60,1
AnimType = up
SuperMovetime = 5
Air.AnimType = up
hitflag = HMLAF
GuardFlag = MA
Guard.Dist = 340
Priority = 7, Hit
PauseTime = 1, 10
GuardPauseTime = 1, 25
SparkNo     = s30100
Guard.SparkNo    = s30062
SparkXY = 0, -65
HitSound = S1, 6
GuardSound = S1, 8
Ground.Type = High
Ground.Velocity = 0,-12
Guard.Velocity = 0
Guard.Pause = 7
Air.Velocity = 0,-14
envshake.time = 5           ;ヒットした時に画面を揺らす時間
envshake.ampl = 12            ;ヒットした時の画面の振幅
envshake.freq = 80          ;ヒットした時に画面が揺れる速度
Fall = 1
Air.Fall = 1
Fall.Recover = 0
guradklill = 0
klill = 0
GetPower = 8, 6

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S500,22

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 30
triggerall = var(12) = 1
value = S400,5

[State 2382]
Type = Helper
triggerall = time >= 30
triggerall = time <= 35
triggerall = var(12) = 1
trigger1 = (GameTime%1) = 0
Stateno = 2399
ID = 2399
Pos = -20 + (random%40),-35
PosType = P1
bindtime = 1

[state 6506,1]
type = nothitby
trigger1 = palno = [7,12]
trigger1 = 1
value = SCA
time = 1

[state 6506,1]
type = varset
trigger1 = projhit1076= 1
V = 12
value = 1

[State 100, ChangeState]
type = ChangeState
trigger1 = time >= 29
trigger1 = p2BodyDist Y >= -30
trigger2 = roundstate != 2
value = 101

[State 100, ChangeState]
type = ChangeState
trigger1 = time >= 40
triggerall = var(12) = 1
value = 1077

[Statedef 1077]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 30104
sprpriority = 3

[state 6506,1]
type = varset
trigger1 = 1
V = 12
value = 0

[State 2000]
type =PalFx
trigger1 = time = 0
add = -256,-256,-256
sinadd = 256,256,256,48
time = 12

[State 2382]
Type = Helper
triggerall = time <= 8
trigger1 = (GameTime%1) = 0
Stateno = 2383
ID = 2383
Pos = 0,-55
PosType = P1
bindtime = -1

[State 6300]
type = Turn
trigger1 = P2Dist X < 0

[State 1000, 0]
type = velSet
trigger1 = time = 0
x = (p2dist x + 20)

[State 1000, 0]
type = velSet
trigger1 = time = 1
x = 0

[State 111, VelSet]
Type = posset
trigger1 = time = 0
y = (p2dist Y - 70)

[State 111, VelSet]
Type = Veladd
trigger1 = time >= 25
X =  0.01

[State 111, VelSet]
Type = Velset
trigger1 = time = 20
X =  -1.8
Y = -3

[State 605, シュッとね]
type = PlaySnd
trigger1 = animelem = 4
value = S0, 3

[State 605, 落ちます]
type = VelAdd
trigger1 = time >= 20
y = 0.01

[State 605, 落ちます]
type = VelAdd
trigger1 = time >= 25
y = 0.06

[State 605, 運べるナイフ]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = hard
damage = 120
guard.dist = 139
hitflag = MAF
guardflag = HA
priority = 5, Hit
pausetime = 10,10
sparkno = s30100
guard.sparkno = s30062
HitSound                   = s1,1
GuardSound                 = s1,8
sparkxy = -12, -50
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -8,15
ground.cornerpush.veloff = -4.9
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = 0
getpower = 60,40
air.fall = 1
fall.recovertime = 40
guard.kill = 0
p2stateno = 1078

[State 605, シュッとね]
type = null;PlaySnd
trigger1 = movehit
value = S500, 6
persistent = 0

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 6400
sprpriority    = 5
postype        = left
pos            = 0, 0 
bindtime       = 1
ownpal         = 1
ontop = 1
scale = 1,1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 2389]
type = null;Explod
trigger1 = movehit
anim = 30037
id = 30037
postype = left
pos = 0, 0
ontop = 1
sprpriority = 99999999
pausemovetime = 999999999999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
persistent = 0

[State -2, ]
type = Helper
trigger1 = movehit
stateno = 10700
ID = 10700
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 111, VelSet]
Type = statetypeset
trigger1 = time >= 24
physics  = A

[state 6506,1]
type = nothitby
trigger1 = palno = [7,12]
trigger1 = 1
value = SCA
time = 1

[State 605, いつもと違う]
Type = CtrlSet
trigger1 = palno = [7,12]
Trigger1 = Time = 40
Value = 1

[State 605, 着地]
Type = ChangeState
trigger1 = time >= 20
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 1

;床叩き付け　No.1
[StateDef 1078]
Type = A
MoveType = H
Physics = N
Ctrl = 0

[State 5810]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 5810]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 8
Y = 15

[State 5810]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Value = 5070

[State 5810]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger2 = Time >= 35
Value = 1079

;床叩き付け　No.2
[StateDef 1079]
Type = A
MoveType = H
Physics = N
Ctrl = 0

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7,2

[State 5811]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 5811

[State 5811]
Type = VelSet
Trigger1 = Time = 0
X = -2
Y = -13

[State 5811]
Type = VelAdd
Trigger1 = 1
Y = 0.4

[State 5811]
Type = null;AngleDraw
Trigger1 = 1

[State 5811]
Type = null;AngleAdd
Trigger1 = Time >= 1
Value = 50

[State 5811]
Type = SelfState
Trigger1 = Time >= 3
Trigger1 = Pos Y >= -15
Value = 5100

[Statedef 10700]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 30045
sprpriority = 1

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

[State 1001,]
type = Pause
trigger1 = (GameTime%2) = 0
trigger1 = time = [0,15]
time = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%4) = 0
trigger1 = time = [16,25]
time = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time >= 25


[Statedef 1080]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 30038
sprpriority = 2
ctrl     = 0
poweradd= 50

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = time = [0,5]
value = SCA



[State 9999]
type = HitOverride
trigger1 = time >= 5
attr = SCA, NA, SA,HA,NP,SP,HP
pausetime = 0,10
stateno = 1082


[State 1000, ReversalDef]
type = null;ReversalDef
trigger1 = time >= 5
attr = S, ST
reversal.attr = SAC,NA,SA,HA,NP,SP,HP
sparkxy = 10,0
sparkno = s30033
pausetime = 0,40
hitsound = s500,16
p1stateno = 3516
p2stateno = 3517

[State 100, ChangeState]
type = ChangeState
trigger1 = time = 50
value = 1081


[Statedef 1081]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 30039
sprpriority = 2
ctrl     = 0

[State 100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1082]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
anim     = 30040

[State 2390, PlaySnd]
type = Posset 
trigger1 = 1
y = 0

[State 3510]
type = bgpalfx
trigger1 = time >= 0
add = -255,-255,-255
time = 1

[State 3510]
type = bgpalfx
trigger1 = time >= 8
trigger1                   = time <= 18
add = 255,255,255
time = 1

[State 2389]
type = Explod
Trigger1 = time = 0
anim = 30110
id = 30110
postype = p1
pos = -18, -74
sprpriority = -1
supermove = 0
ownpal = 1
removeongethit = 1
bindtime = -1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S500,7
freqmul = 2.1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S500, 7
freqmul = 2.2

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S500, 7
freqmul = 1.9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S400,5
freqmul = 1.0+(random%1)

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S500,24

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 39
value = S500,19

[State 3240]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1000,nomusic]
type = null;AssertSpecial
trigger1  = 1
flag = nomusic

[State 2389]
type = Explod
trigger1 = time = 8
anim = 30037
id = 30037
postype = left
pos = 0, 0
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = time = 10
anim = 30041
id = 30041
postype = right
pos = 0, 240
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = time = 10
anim = 30043
id = 30043
postype = left
pos = 0, -20
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[state 2394]
Type                       = projectile
trigger1                   = time >= 8
Attr                       = A, SP
projanim                   = 30010
ProjID                     = 30010
projhitanim                = 30010
offset                     = 0,0
postype                    = p2
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAF
AnimType                   = hard
Damage                     = 0
PauseTime                  = 10,20
guard.pausetime = 5, 5
guard.velocity = -3
Ground.Type                = High
GetPower                   = 10,10
Hitonce                    = 13
NumHits                    = 13
SprPriority                = 3
Fall = 1
Air.Fall = 1
p2stateno = 1083
envshake.time = 15           ;ヒットした時に画面を揺らす時間
envshake.ampl = 25            ;ヒットした時の画面の振幅
envshake.freq = 160          ;ヒットした時に画面が揺れる速度

[State 100, ChangeState]
type = ChangeState
trigger1 = time = 40
value = 1081

[Statedef 1083]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1032, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 5015

[State 100, ChangeState]
type = ChangeState
trigger1 = time >= 30

value = 1032

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 2389, TargetLifeAdd]
Type = LifeAdd
Trigger1 = Time = 29
Value = -100

[Statedef 1090]
type     = A
movetype = A
physics  = N
anim     = 30047
ctrl     = 0
velset = 0,0
facep2 = 1
poweradd= 10

[State 0, Helper]
type = Explod
Trigger1 = Pos Y <= -5
Trigger1 = animelem = 3
SprPriority = -1
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 30052
anim = 30052
bindtime = 1 

[State 1043, VelSet]
Type = VelSet
Trigger1 = Time >= 9
X = IfElse(BackEdgeDist>200, -BackEdgeDist/16, -50.5)
Y = -6.5

[State 1044, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

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

;--------------------次へ
[State 1044, ChangeState]
Type = ChangeState
Trigger1 = Time >= 10
Trigger1 = Var(18) >= 10
Value = 1091

;--------------------毎フレーム処理
[State 1044, VarAdd]
Type = VarAdd
Trigger1 = Time >= 9
Trigger1 = 1
V = 18
Value = 1

[Statedef 1091]
type     = A
movetype = I
physics  = N
anim     = 30048
ctrl     = 0

[State 1044, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 605]
type = turn
trigger1 = Time = 0
trigger1 = prevstateno = 1094

[State 605]
type = PlaySnd
trigger1 = Time = 0
value = S40, 0

[State -3]
Type = VarSet
Trigger1 = time = 0
V = 18
Value = 0

;--------------------速度設定
[State 1045, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

;--------------------壁張り付き処理
[State 1045, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 17
Value = Floor(BackEdgeDist)

[State 1045, PosAdd]
Type = PosAdd
Trigger1 = Time > 0
Trigger1 = Var(17) <= 5
X = Floor(Var(17)-BackEdgeDist)

[State 1045, VarSet]
Type = VarSet
Trigger1 = Time > 0
Trigger1 = Floor(BackEdgeDist) <= 5
V = 17
Value = Floor(BackEdgeDist)

[State 1045, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
Trigger1 = Var(17)> 5
Trigger1 = BackEdgeDist > 5
X = IfElse(BackEdgeDist<35, -Floor(BackEdgeDist), -35)

[State 1045, PosAdd]
Type = PosAdd
Trigger1 = Time > 0
Trigger1 = BackEdgeDist > 5
X = IfElse(BackEdgeDist-35>4, -8, -4)

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

[State 1045, ChangeState]
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = command = "b"
Value = 1030

[State 1045, ChangeState]
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = command = "z"
Value = 1094

[State 1045, ChangeState]
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = command = "a"
Trigger2 = roundstate >= 3
Value = 1092
ctrl =1

[State -3, 200to200]
Type = ChangeState
Value = 1092
Trigger1 = StateNo = 1091
Triggerall = Alive;		生存
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=enemynear,Alive
Triggerall = P2bodyDist X >= 120

[State -3, 200to200]
Type = ChangeState
Value = 1094
Trigger1 = StateNo = 1091
Triggerall = Alive;		生存
TriggerAll=(var(59)>0&&Random<=var(59)*70)
TriggerAll=enemynear,Alive
Triggerall = P2bodyDist X <= 120

[State 1045, ChangeState]
Type = ChangeState
Trigger1 = time = 100
Value = 1092


[Statedef 1092]
type     = A
movetype = A
physics  = N
anim     = 30049


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

[State 1046, VelSet]
Type = VelSet
Trigger1 = AnimElem = 1
X = 4
Y = -10

[State 1051]
type = VelAdd
trigger1 = 1
y = 1

[State 1051]
type = ctrlset
trigger1  = time >= 10
value  = 1

[State 1046, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 1095


[Statedef 1094]
type     = A
movetype = A
physics  = N
anim     = 30053
ctrl     = 0
velset = 0,0

[State 1043, VelSet]
Type = VelSet
Trigger1 = Time = 12
X = 60
Y = 4.5

[State 605]
type = PlaySnd
trigger1 = Time = 3
value = S400, 5

[State 1044, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

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

;--------------------次へ

[State 1046, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 52

[State 1044, ChangeState]
Type = ChangeState
trigger1 = FrontEdgeDist <= 20
Trigger2 = time = 58
Value = 1091

[State 1045, ChangeState]
Type = ChangeState
TriggerAll = Var(59) = 0
Trigger1 = command = "b"
Value = 1030

[State 1045, ChangeState]
Type = ChangeState
triggerall = time = [12,22]
TriggerAll = Var(59) = 0
Trigger1 = command = "c"
Value = 225

[StateDef 1095]
Type = S
Physics = S
Ctrl = 0
Anim = 30051

[State 52, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 52, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 52, VarSet]
Type = VarSet
Trigger1 = 1
V = 5
Value = 0

[State 52, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 1
Value = S40, 0

[State 1051]
type = ctrlset
trigger1  = time = 8
value  = 1

[State 52, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 0
poweradd = -3000

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 30
MoveTime = 30
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 20,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 20,-70
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State 1000]
type = Helper
Trigger1 = animelem = 8
stateno = 3001
id = 3001
helpertype = normal
pos = 40,-52
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 0.4
persistent = 0

[State 52, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


[Statedef 3001]
type     = A
movetype = A
physics  = N
velset   = 35,0
sprpriority = 8

[State 2399]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 40002

[State 2244, ]
type = parentVaradd
trigger1 = Time = 0
var(6) = -10

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 250 , 200
PalContrast    = 150 , 250 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  

[state -2]
type = nothitby
triggerall = parent,palno = [7,12]
trigger1 = 1
value= SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999


[State 2244, プロジェオンヘルパー]
type = Projectile
trigger1 = Time = 1
attr = A, NP
damage = 10
animtype = Hard
guardflag = MA
pausetime = 0,0
offset = 2,0               ;飛び道具の出現位置
velocity = 35,0             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 6116               ;飛び道具のＩＤナンバー
projanim = 6116             ;飛び道具のアニメ
projhitanim = 6999          ;飛び道具がヒットした時のアニメ
projremanim = 6999          ;飛び道具が消える時のアニメ
projcancelanim = 6999       ;飛び道具相殺時のアニメ（未記入時はprojremanimと同じ）
projscale = 0,0             ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
HitSound                   = s500,13
GuardSound                 = s1,8
projhits = 1                ;飛び道具のヒット数
projmisstime = 0            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 2         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -240,1    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = s30023
Guard.SparkNo              = s30062
SparkXY                    = 22,0
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3, -2
air.velocity = -4,-2
getpower = 20
fall = 1
fall.recover = 0
guard.kill = 0
p1stateno = 3002
p2stateno = 3005
kill = 0

[State 2244, 無影]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2244, 本体消滅]
type = DestroySelf
trigger1 = projhits = 6116
trigger2 = FrontEdgeDist < -80
trigger3 = Time > 200

[Statedef 3002]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 2391]
type = null;changeanim
trigger1 = time = 0
value = 30003

[State 2391]
type = varset
trigger1 = time = 0
v = 6
value = -100

[State 2391]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2391]
type = Pause
trigger1 = time = 0
time = 71
movetime = 71

[State 2000]
type =allPalFx
trigger1 = time = 0
sinadd = -256,-256,-256,120
time = 30

[State 2000]
type =allPalFx
trigger1 = time >= 30
add = -256,-256,-256
time = 1

[State 2391]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 2391]
type = changestate
trigger1 = time > 71
value = 3003

[Statedef 3003]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 2389, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 20
Trigger2 = Time =70
Trigger3 = Time =120
Value = S500, 5

[State 3150, ]
type = Explod
trigger1 = time = 20
anim = 3003
id = 5110
pos = -150,0
postype = p1
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2
sprpriority = 60
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
IgnoreHitPause = 1
ownpal = 0
removetime = 30

[State 3150, ]
type = Explod
trigger1 = time = 70
anim = 3004
id = 5110
pos = -100,0
postype = p1
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
sprpriority = 60
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
IgnoreHitPause = 1
ownpal = 0
removetime = 30

[State 3150, ]
type = Explod
trigger1 = time = 120
anim = 3005
id = 5110
pos = -50,0
postype = p1
scale = Const(size.xscale)+0.8,Const(size.yscale)+0.8
sprpriority = 60
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
IgnoreHitPause = 1
ownpal = 0
removetime = 30

[State -2]
type = PalFX
trigger1 = time >= 0
time = 1
add = -255,-255,-255

[State 2000]
type =Envcolor
trigger1 = time = 20
value = 250,0,0
time = 15
under = 1

[State 2000]
type =Envcolor
trigger1 = time = 70
value = 250,0,0
time = 15
under = 1

[State 2000]
type =Envcolor
trigger1 = time =120
value = 250,0,0
time = 15
under = 1

[State 2391]
type = turn
trigger1 = Facing = -1
trigger1 = time = 149

[State 2391]
type = posset
trigger1 = time = 0
x = 0
y = 0

[State 2391]
type = posset
trigger1 = time = 149
x = 110
y = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 2391]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = invisible
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 2391]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nomusic
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 2391]
type = changestate
trigger1 = time > 181
value = 3004

[StateDef 3004]
Type = S
MoveType = I
Physics = N
Ctrl = 0
Anim = 2389
VelSet = 0, 0
SprPriority = 0

[state a];ヒット数
type = hitadd
trigger1 = time = 50
value  = 98

[State 2389]
type = Explod
trigger1 = time = 0
anim = 30004
id = 30004
postype = left
pos = 158, -160
scale = 0.8,0.8
sprpriority = 0
supermove = 1
ownpal = 1
bindtime = -1
trans = add

[State 2389]
type = Explod
trigger1 = time = 0
anim = 30004
id = 30004
postype = right
pos = -158, -160
scale = 0.8,0.8
sprpriority = 0
supermove = 1
ownpal = 1
bindtime = -1
trans = add

[State 2389]
type = Explod
trigger1 = animelem = 1
anim = 30044
id = 30044
postype =left
pos = 0, 0
scale = 1.8,1.8
ontop = 1
sprpriority = 30
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
removetime = 90
trans = add

[State 00]
type = Palfx
trigger1 = time >=0
time = 1
add = 0,0,0

[State 00]
type = envshake
trigger1 = time = 52
time = 15
ampl = 30
freq = 160 

[State 2389]
type = Explod
trigger1 = time = 51
anim = 30114
id = 30041
postype = left
pos = 0, 0
sprpriority = -9
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add
scale = 1.8,1.8

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30114
id = 30041
postype = left
pos = 0, 0
sprpriority = -9
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add
scale = 1.8,1.8

[State 2389]
type = Explod
trigger1 = time = 60
anim = 30114
id = 30041
postype = left
pos = 0, 0
sprpriority = -9
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add
scale = 1.8,1.8

[State 2389]
type = Explod
trigger1 = time = 63
anim = 30114
id = 30041
postype = left
pos = 0, 0
sprpriority = -9
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add
scale = 1.8,1.8

[State 2389]
type = Explod
trigger1 = time = 56
anim = 30081
id = 30081
postype = p2
Pos = 0,-50
scale = 1.2,1.2
sprpriority = 99999
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30037
id = 30037
postype = left
pos = 0, 0
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 3000]
type = Explod
trigger1 = time = 74
anim = 3103
id = 3103
postype = right
pos = -160,60
ontop = 1
sprpriority = 1
bindtime = -1
ownpal = 1
trans = sub

[State 3000]
type = modifyExplod
trigger1 = time = 75
id = 3103
scale = 0.6,0.6

[State 3000]
type = modifyExplod
trigger1 = time = 76
id = 3103
scale = 0.55,0.55

[State 3000]
type = modifyExplod
trigger1 = time = 77
id = 3103
scale = 0.5,0.5

[State 3000]
type = modifyExplod
trigger1 = time = 78
id = 3103
scale = 0.45,0.45

[State 3000]
type = modifyExplod
trigger1 = time = 79
id = 3103
scale = 0.4,0.4

[State 3000]
type = modifyExplod
trigger1 = time = 81
id = 3103
scale = 0.35,0.35

[State 3000]
type = modifyExplod
trigger1 = time = 82
id = 3103
scale = 0.3,0.3

[State 2389]
type = Explod
trigger1 = time = 51
anim = 30037
id = 30037
postype = left
pos = 0, 0
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30041
id = 30041
postype = right
pos = 0, 240
ontop = 1
scale =1.2,1.2
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = time = 53
anim = 30041
id = 30041
postype = right
pos = 0, 240
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30043
id = 30043
postype = left
pos = 0, -70
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = time = 50
anim = 30096
id = 30096
postype = p2
Pos = 0,-50
sprpriority = 999999999
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30115
id = 3006
postype = left
pos = -320, -240
ontop = 1
sprpriority = 11100000000
supermove = 1
ownpal = 1
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30115
id = 3006
postype = p1
pos = -540+Random%200, -270+Random%200
ontop = 1
sprpriority = 11100000000
supermove = 1
ownpal = 1
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30115
id = 3006
postype = p1
pos = -540+Random%200, -270+Random%200
ontop = 1
sprpriority = 11100000000
supermove = 1
ownpal = 1
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time = 55
anim = 30115
id = 3006
postype = p1
pos = -540+Random%200, -270+Random%200
ontop = 1
sprpriority = 11100000000
supermove = 1
ownpal = 1
bindtime = -1
trans = sub

[State 2389]
type = Explod
trigger1 = time = 0
anim = 3006
id = 3006
postype = p1
pos = -110, -170
sprpriority = 0
supermove = 1
ownpal = 1
bindtime = -1
trans = add

[State 2389]
type = null;Explod
trigger1 = time = 88
anim = 30005
id = 30005
postype = left
pos = -160, -120
scale = 1,1
sprpriority = 0
supermove = 1
ownpal = 1
bindtime = -1
trans = add

[State 00]
type = allPalfx
trigger1 = time =90
time = 10
sinadd = 250,250,250,40

[State 00]
type = allPalfx
trigger1 = time =100
time = 150
add = 250,250,250
sinadd = -250,-250,-250,600

[State 2389]
type = Explod
trigger1 = time = 80
trigger2 = time = 82
trigger3 = time = 84
anim = 30060
id = 30060
postype = p2
pos =  0-Random%2, -Floor(Pos Y - (Target,Pos Y + Target,Const(Size.mid.Pos.Y)))-10
ontop = 1
scale = 1.4,1.4
sprpriority = 9999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 2389]
type = Explod
trigger1 = time = 80
anim = 30057
id = 30057
postype = p2
pos =  -20, -Floor(Pos Y - (Target,Pos Y + Target,Const(Size.mid.Pos.Y)))-10
ontop = 1
scale = 1.4,1.4
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 2389]
type = Explod
trigger1 = time = 80
anim = 30083
id = 30083
postype = p2
pos =  -20, -Floor(Pos Y - (Target,Pos Y + Target,Const(Size.mid.Pos.Y)))-10
ontop = 1
scale = 1.4,1.4
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 2389]
type = Explod
trigger1 = time = 80
trigger2 = time = 82
trigger3 = time = 84
anim = 30079
id = 30079
postype = p2
pos =  -Random%2, -Floor(Pos Y - (Target,Pos Y + Target,Const(Size.mid.Pos.Y)))-10
ontop = 1
scale = 1.4,1.4
sprpriority = 9999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 2389]
type = Explod
trigger1 = time = 160
anim = 30002
id = 30002
postype = p2
pos = 0, 0
scale = 0.6,0.5
sprpriority = -10
ownpal = 1
removeongethit = 0
bindtime = 1

[State 2389]
type = Explod
trigger1 = time = 173
anim = 30002
id = 30002
postype = p2
pos = 0, 0
scale = 0.7,0.55
sprpriority = -11
ownpal = 1
removeongethit = 0
bindtime = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 2389]
type = AssertSpecial
trigger1 = time <= 100
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 2389, TargetLifeAdd]
Type = TargetLifeAdd
Trigger1 = Time = 82
Value = -100000

[State 2389: AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = NoMusic
flag2 = globalnoshadow

[State 2389, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 5

[State 2389, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 51
Trigger2 = Time = 53
Trigger3 = Time = 56
Value = S500, 24

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 100
value = S500,7
freqmul = 2.1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 110
value = S500, 7
freqmul = 1.9

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S500, 7
freqmul = 1.7

[State 2389, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 80
Value = S500, 6

[State 2389, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 80
Value = S500, 31

[State 2389, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 80
Value = S500, 3

[State 2389, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 135
Value = S500, 2

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 150
value = S500,27
freqmul = 1.1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 155
value = S500, 26
freqmul = 1.2

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 160
value = S500, 27
freqmul = 1.1

[State 2389, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 2389, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Ctrl = 1
Value = 0

[StateDef 3005]
Type = S
MoveType= H
Physics = N
Ctrl = 0
VelSet = 0, 0
SprPriority = 2

[State 2390, ChangeAnim2]
Type = ChangeAnim2
Trigger1 = Time >= 0
Value = 2390

[State 2391]
type = changestate
trigger1 = time = 1
value = 3006

[StateDef 3006]
Type = S
MoveType= H
Physics = N
Ctrl = 0
VelSet = 0, 0
SprPriority = 2

[State 3150, ]
type = Explod
trigger1 = time >= 19
trigger1 = time <= 40
anim = 5010
id = 5010
pos = -150,0
postype = p1
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2
sprpriority = 60
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
IgnoreHitPause = 1
ownpal = 0
removetime = 1

[State 3150, ]
type = Explod
trigger1 = time >= 69
trigger1 = time <= 90
anim = 5011
id = 5110
pos = -100,0
postype = p1
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
sprpriority = 60
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
IgnoreHitPause = 1
ownpal = 0
removetime = 1

[State 3150, ]
type = Explod
trigger1 = time >= 119
trigger1 = time <= 140
anim = 5011
id = 5110
pos = -100,0
postype = p1
scale = Const(size.xscale)+0.8,Const(size.yscale)+0.8
sprpriority = 60
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
IgnoreHitPause = 1
ownpal = 0
removetime = 1

[State -2]
type = PalFX
trigger1 = time >= 0
time = 1
add = -255,-255,-255

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 2391]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 2390]
type = posset
trigger1 = time = 1
x = 0
y = 0

[State 2391]
type = changestate
trigger1 = time > 179
value = 3007

[StateDef 3007]
Type = S
MoveType= H
Physics = N
Ctrl = 0
VelSet = 0, 0
SprPriority = 2

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3520]
type = turn
trigger1 = Facing = 1
trigger1 = time = 1

[State 2390]
type = posset
trigger1 = time = 1
x = -20
y = 0

[State 2390, ChangeAnim2]
Type = ChangeAnim2
Triggerall = Time <= 80
Trigger1 = Time >= 0
Value = 2390

[State 2389, TargetLifeAdd]
Type = LifeAdd
Trigger1 = Time = 180
Value = -100000

[State 2390, ChangeAnim2]
Type = ChangeAnim2
Trigger1 = Time = 80
Value = 2391

[State 1032, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 120
trigger1 = !SelfAnimExist(5950)
value =30085

[State 1032, アニメ変更]
type = ChangeAnim
trigger1 = Time = 120
trigger1 = SelfAnimExist(5950)
value = 5950

[State 2390, ChangeState]
Type = selfState
Trigger1 = Time = 200
Value = 5150;7031

[Statedef 3530]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 30038
sprpriority = 2
ctrl     = 0

[State 2]
type = poweradd
trigger1 = time = 0
value = -2000

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = time = [0,5]
value = SCA

[State 9999]
type = HitOverride
trigger1 = time >= 5
attr = SCA, NA, SA,HA,NP,SP,HP
pausetime = 0,50
stateno = 3531


[State 100, ChangeState]
type = ChangeState
trigger1 = time = 50
value = 1081


[Statedef 3531]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 30078
sprpriority = 2
ctrl     = 0


[State 2]
type = projectile
trigger1 = time >= 31
attr = S, HA
projanim                   = 30010
ProjID                     = 6699
projhitanim                = 30010
offset                     = 0,0
postype                    = p2
projscale                  = 3,3
projremove                 = 0
projremovetime             = 1
animtype  = hard
damage    = 10,0
getpower = 0,0
hitflag = MAFLD
pausetime = 4,4
sparkno = -1
sparkxy = -12,-81
hitsound   = s500,20
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -1,-3
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p2facing = 1
p1stateno = 3532


[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 30
MoveTime = 30
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 0,-70
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 0,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 0,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 0,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 0,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[state a]
type = changestate
trigger1 = time = 100
value = 1081

[Statedef 3532]
type    = S
movetype= A
physics = N
velset = 22,0
anim = 30030
ctrl = 0

[State 3532]
type = Helper
trigger1 = time = 0
stateno = 3541
ID = 3541
name = "bun"
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = 1
pos = 82,-55

[state a]
type = targetstate
trigger1 = time = 0
value = 3538

[state a]
type = changestate
trigger1 = FrontEdgeDist <= 50
value = 3533

[Statedef 3533]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 30030
ctrl = 0

;---------------------[エフェクト]
[State 2000]
type = BGPalFx
trigger1 = time = 0
sinadd = -256,-256,-256,200
time = 50

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -5
freq = 95
phase = 95

;---------------------[効果音]
[state a]
type = playsnd
trigger1 = time = 0
value  = 500,19

;---------------------[速度]

[state a]
type = posadd
trigger1 = time = 0
x = 2

;---------------------[相手制御]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = time = 0
edge = 75,0

[State -2]
type = PalFX
trigger1 = time = 0
time = 5
add = -255,-255,-255

[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 82,-55

[state a]
type = targetstate
trigger1 = time = 0
value = 3539

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = time = 30
value = 3534


[Statedef 3534]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim     = 30069
sprpriority = 2
ctrl     = 0

[State -2]
type = PalFX
trigger1 = time = 0
time = 5
add = -255,-255,-255

[State -2]
type = PalFX
trigger1 = time = 5
time = 5
add = -245,-245,-245

[State -2]
type = PalFX
trigger1 = time = 10
time = 5
add = -235,-235,-235

[State -2]
type = PalFX
trigger1 = time = 15
time = 5
add = -225,-225,-225

[State -2]
type = PalFX
trigger1 = time = 20
time = 5
add = -215,-215,-215

[State -2]
type = PalFX
trigger1 = time = 25
time = 5
add = -205,-205,-205

[State -2]
type = PalFX
trigger1 = time = 30
time = 5
add = -195,-195,-195

[State -2]
type = PalFX
trigger1 = time = 35
time = 5
add = -185,-185,-185

[State -2]
type = PalFX
trigger1 = time = 40
time = 5
add = -175,-175,-175

[State -2]
type = PalFX
trigger1 = time = 45
time = 5
add = -165,-165,-165

[State -2]
type = PalFX
trigger1 = time = 50
time = 5
add = -155,-155,-155

[State -2]
type = PalFX
trigger1 = time = 55
time = 5
add = -145,-145,-145

[State -2]
type = PalFX
trigger1 = time = 60
time = 5
add = -135,-135,-135

[State -2]
type = PalFX
trigger1 = time = 65
time = 5
add = -125,-125,-125

[State 00];背景の暗転
type = BGPalfx
trigger1 = 1
time = 3
mul = 0,0,0
under = 2

[State 801, 2]
type = TargetBind
trigger1 = time >= 0
pos = 102,-55

[state a]
type = changestate
trigger1 = time = 67
value = 3535

[Statedef 3535]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim     = 30070
sprpriority = 2
ctrl     = 0

[State -2]
type = PalFX
trigger1 = time = 0
time = 200
add = -115,-115,-115

[State -2]
type = PalFX
trigger1 = time = 5
time = 200
add = -105,-105,-105

[State -2]
type = PalFX
trigger1 = time = 10
time = 200
add = -95,-95,-95

[State -2]
type = PalFX
trigger1 = time = 15
time = 200
add = -85,-85,-85

[State 00];背景の暗転
type = BGPalfx
trigger1 = 1
time = 3
mul = 0,0,0
under = 2

[State 801, 2]
type = TargetBind
trigger1 = time >= 0
pos = 92,-55

[state a]
type = changestate
trigger1 = animtime = 0
value = 3536

[Statedef 3536]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim     = 30071
sprpriority = 2
ctrl     = 0

[State -2]
type = PalFX
trigger1 = time = 0
time = 200
add = -85,-85,-85
;mul = -1,0,0


[State 00];背景の暗転
type = BGPalfx
trigger1 = 1
time = 3
mul = 0,0,0
under = 2

[state a]
type = targetstate
trigger1 = animelem = 5
value = 3540

[State 2389]
type = Explod
trigger1 = time >= 12
trigger1 = (GameTime%4) = 1
anim = 30060
id = 30060
postype = p2
pos =  -Random%20, -15-Random%20
ontop = 1
scale = 1.4,1.4
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = 1

[State 2389]
type = Explod
trigger1 = time >= 14
trigger1 = (GameTime%5) = 1
anim = 30079
id = 30079
postype = p2
pos =  -Random%20, -15-Random%20
ontop = 1
scale = 1.4,1.4
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = 1

[State 2389]
type = Explod
trigger1 = time >= 14
trigger1 = (GameTime%5) = 1
anim = 30084
id = 30084
postype = p2
pos =  -Random%20, -15-Random%20
ontop = 1
scale = 1.4,1.4
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = 1

[State 2389]
type = Explod
trigger1 = time >= 14
trigger1 = (GameTime%15) = 1
anim = 30083
id = 30083
postype = p2
pos =  -Random%20, -15-Random%20
ontop = 1
scale = 0.4,0.4
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = 1

[State 801, 2]
type = TargetBind
trigger1 = time >= 0
pos = 105,-55

[State 4100]
Type = PlaySnd
trigger1 = time >= 12
trigger1 = (GameTime%5) = 1
Value = S500, 16

[State 4100]
Type = PlaySnd
trigger1 = time >= 11
trigger1 = (GameTime%10) = 1-Random%2
Value = S500, 18
volume = 20

[State 4100]
Type = PlaySnd
trigger1 = time >= 14
trigger1 = (GameTime%10) = 1-Random%2
Value = S500, 23

[State 4100]
Type = PlaySnd
trigger1 = time >= 14
trigger1 = (GameTime%10) = 1-Random%2
Value = S500, 32

[State 4100]
Type = PlaySnd
trigger1 = time >= 14
trigger1 = (GameTime%5) = 1
Value = S500, 13

[state a]
type = targetlifeadd
trigger1 = time >= 12
trigger1 = (GameTime%5) = 1
value  = -6
kill = 0

[state a];ヒット数
type = hitadd
trigger1 = time >= 12
trigger1 = (GameTime%5) = 1
value  = 1

[state a]
type = changestate
trigger1 = time >= 200
value = 3537

[Statedef 3537]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim     = 30072
sprpriority = 2
ctrl     = 0

[State 4100]
Type = PlaySnd
trigger1 = time = 1
Value = S500, 19

[State 2000]
type =bgPalFx
trigger1 = time = 0
add = -256,-256,-256
sinadd = 256,256,256,200
time = 50

[state a]
type = targetstate
trigger1 = time = 0
value = 1032

[state a]
type = targetlifeadd
trigger1 = time = 0
value  = -61

[state a]
type = changestate
trigger1 = animtime = 0
value = 1081


;(ENEMY)掴まれ
[Statedef 3538]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 30075

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,0

;---------------------------------------------------------------------------
;(ENEMY)叩きつけ
[Statedef 3539]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 30076

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

;---------------------------------------------------------------------------
;(ENEMY)斬られ
[Statedef 3540]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 30077

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[Statedef 3541]
type     = A
movetype = I
physics  = N
velset   = 0,0
anim     = 30073
sprpriority = -1
ctrl     = 0

[State 100, ChangeState]
type = destroyself
trigger1 = animtime = 0



[Statedef 3100]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 0
poweradd = -1000

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 30
MoveTime = 30
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 20,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 20,-70
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State 2388]
Type = varset
Trigger1 = time = 30
V = 39
Value = 1

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6100
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 40,0
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6131
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 3,-37
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6132
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 7,-33
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6133
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 11,-21
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6134
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 15,-25
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6135
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 20,-20
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6136
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 25,-15
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6137
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 30,-10
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6138
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 32,-8
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6139
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 35,-5
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6130
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 0,-40
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6129
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -3,-37
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6128
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -7,-33
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6127
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -11,-21
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6126
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -15,-25
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6125
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -20,-20
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6124
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -25,-15
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6123
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -30,-10
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6122
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -32,-8
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6121
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -35,-5
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6120
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -40,0
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6118
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -32,8
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6119
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = -35,5
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6102
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 32,8
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 100, 4]
type           = Explod
trigger1       = time = 30
anim           = 6101
sprpriority    = -10
postype        = p1
pos = 0,-50
bindtime       = 1
ownpal         = 1
vel = 35,5
ignorehitpause = 1
removeongethit = 1
trans = sub
removetime = 20

[State 2593, ダメージ]
type = HitDef
trigger1 = Time = 0
attr = S, NP
animtype = Hard
damage = 100
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,10
sparkno = s30060
guard.sparkno = s30062
HitSound = S1, 1
GuardSound = S1, 8
sparkxy = 0,0
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -7.2,-7
air.velocity = -7,-7
getpower = 0
fall = 1
air.fall = 1
fall.recovertime = 25
p1sprpriority = 10
guard.kill = 0

[State 2388]
Type = PlaySnd
Trigger1 = time = 34
Value = S2,0

[State 2388]
Type = PlaySnd
Trigger1 = time = 32
Value = S2,0
freqmul = 0.9

[State 2388]
Type = PlaySnd
Trigger1 = time = 30
Value = S2,0
freqmul = 0.8

[State 52, ChangeState]
Type = ChangeState
Trigger1 = Time >= 60
Value = 3101

[Statedef 3101]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 0

[State 52, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
Ctrl = 1

[Statedef 3105]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3301
ctrl = 0
sprpriority = 0
poweradd = -1000

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 50
MoveTime = 50
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 20,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 20,-70
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State 2388]
Type = varset
Trigger1 = time >= 30
V = 39
Value = 0

[State -1]
type = assertspecial
trigger1 = time >= 20
flag = nofg
pausemovetime = 9999
supermovetime = 9999

[State 810, ステート変更]
type = ChangeState
trigger1 = Time >= 50
value = 3106

[Statedef 3106]
type    = S
movetype= A
physics = S
anim = 3308
poweradd = 0
sprpriority = -1

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 12
MoveTime = 12
IgnoreHitPause = 1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S500, 11

[State -2]
Type     = null;Helper
Trigger1 = time>=15
Trigger1 = time%4 = 0
Trigger1 = animelemtime(2) <=0
Stateno  = 3111
ID       = 3111
pos = 200+random%100,0-random%150
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0
ownpal = 0
Size.XScale = 1
Size.YScale = 1

[State -2]
Type     = null;Helper
Trigger1 = time>15
Trigger1 = time%4 = 0
Trigger1 = animelemtime(2) <=0
Stateno  = 3111
ID       = 3111
pos = -200-random%100,0-random%150
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0
ownpal = 0
Size.XScale = 1
Size.YScale = 1

[State -2]
Type     = Helper
Trigger1 = time>15
Trigger1 = animelemtime(2) <=0
Stateno  = 3111
ID       = 3111
pos = 300-random%600,-100-random%250
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 0
PauseMoveTime = 0
ownpal = 0
Size.XScale = 1
Size.YScale = 1

[State 2388]
Type = PlaySnd
Trigger1 = time >= 12
Trigger1 = time%5 = 1
Value = S2,0
freqmul = 1.2+((random%4)*0.1)

[State 52, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 1

[Statedef 3111]
type     = A
movetype = A
physics  = N
anim     = 1304
sprpriority = 10

[State 2592, 影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2383]
Type = Trans
Trigger1 = 1
Trans = sub

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 300
Trans          = sub
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 150 , 150 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90
trans = sub

[state -1]
type = angleset
trigger1 = (Vel x != 0)
Value = atan(Vel y/Vel x)*(-180.0/pi)+((Vel x<0)*180)
ignorehitpause = 1

[state -1]
type = angleset
trigger1 = (Vel x = 0)
Value = ifelse(Vel y<0,90,-90)
ignorehitpause = 1

[state -1]
type = angledraw
trigger1 = 1

[state -1]
type     = Veladd
trigger1 = time = 0
x = 82*((p2dist x)/(abs(p2dist x)+abs(p2dist y+(enemynear,const(size.mid.pos.y)))+.0000001))
y = 82*((p2dist y+(enemynear,const(size.mid.pos.y)))/(abs(p2dist x)+abs(p2dist y+(enemynear,const(size.mid.pos.y)))+.0000001))

[State 2593, ダメージ]
type = HitDef
trigger1 = Time = 0
attr = S, NP
animtype = Hard
damage = 4
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 5,7
sparkno = s30060
guard.sparkno = s30062
HitSound = S1, 1
GuardSound = S1, 8
sparkxy = 0,0
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 9.2
air.velocity = -4,-3
fall = 1
fall.recovertime = 0
p1sprpriority = 10
guard.kill = 0
envshake.time = 5
envshake.ampl = 8
envshake.freq = 120
envshake.phase = 120


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

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = Time >= 10
trigger2 = root,movetype = H


[Statedef 3200]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 3200
poweradd= -2000

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 30
MoveTime = 30
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 20,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 20,-70
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State 2512, 減速X]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel X != [-3,3]
X = Ifelse(vel X > 0,3,-3)

[State 2512, 減速Y]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel Y != [-3,3]
Y = Ifelse(vel Y > 0,3,-3)

[State 2512, 低空補正X]
Type = VelAdd
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Trigger1 = Vel X != 0
X = Ifelse(vel X > 0,-0.1,0.1)

[State 2512, 低空補正Y]
Type = VelSet
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Y = -0.2

[State 2512, 基本速度補正]
Type = Velset
Trigger1 = AnimElemTime(2) < 0
;Trigger1 = Vel X != [-0.6,0.6]
;Trigger1 = Vel Y != [-0.4,0.5]
X = 0
Y = 0

[State 2512, 初期反動]
Type = VelSet
Trigger1 = AnimElemTime(5) = 0
X = -1
Y = -2

[State 2512, 反動]
Type = VelAdd
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(8) <= 1
X = -0.09
Y = -0.18

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 227
ID = 227
pos = 21,-80
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(6) = 0
stateno = 227
ID = 227
pos = 29,-50
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
value = S2, 0
channel = 1

[State 2512, 元の重力]
Type = VelAdd
TriggerAll = AnimElemTime(8) > 2
Trigger1 = Pos Y < -10
Trigger1 = AnimElemTime(12) < 0
Trigger2 = AnimElemTime(12) >= 0
Y = 0.43

[State 2512, 着地防止]
Type = VelAdd
Trigger1 = Pos Y = [-9,0]
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(12) < 0
Y = -0.2

[State 2512, 着地]
Type = ChangeState
Trigger1 = animtime = 0
Value = 3201

[Statedef 3201]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 3200

[State 2512, 着地]
Type = Changeanim
Trigger1 = time = 0
value = 3200
elem = 4

[State 2512, 減速X]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel X != [-3,3]
X = Ifelse(vel X > 0,3,-3)

[State 2512, 減速Y]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel Y != [-3,3]
Y = Ifelse(vel Y > 0,3,-3)

[State 2512, 低空補正X]
Type = VelAdd
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Trigger1 = Vel X != 0
X = Ifelse(vel X > 0,-0.1,0.1)

[State 2512, 低空補正Y]
Type = VelSet
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Y = -0.2

[State 2512, 基本速度補正]
Type = VelAdd
Trigger1 = AnimElemTime(2) < 0
Trigger1 = Vel X != [-0.6,0.6]
Trigger1 = Vel Y != [-0.4,0.5]
X = Ifelse(vel X >= 0,-0.6,0.6)
Y = Ifelse(vel Y >= 0,-0.4,0.5)

[State 2512, 初期反動]
Type = VelSet
Trigger1 = AnimElemTime(5) = 0
X = -1
Y = -2

[State 2512, 反動]
Type = VelAdd
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(8) <= 1
X = -0.09
Y = -0.18

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 227
ID = 227
pos = 21,-80
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(5) = 2
stateno = 227
ID = 227
pos = 29,-50
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 2
value = S2, 0
channel = 1

[State 2512, 元の重力]
Type = VelAdd
TriggerAll = AnimElemTime(8) > 2
Trigger1 = Pos Y < -10
Trigger1 = AnimElemTime(12) < 0
Trigger2 = AnimElemTime(12) >= 0
Y = 0.43

[State 2512, 着地防止]
Type = VelAdd
Trigger1 = Pos Y = [-9,0]
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(12) < 0
Y = -0.2

[State 2512, 着地]
Type = ChangeState
Trigger1 = animelemtime(6) >= 1
Value = 3202

[Statedef 3202]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 3200

[State 2512, 着地]
Type = Changeanim
Trigger1 = time = 0
value = 3200
elem = 4

[State 2512, 減速X]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel X != [-3,3]
X = Ifelse(vel X > 0,3,-3)

[State 2512, 減速Y]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel Y != [-3,3]
Y = Ifelse(vel Y > 0,3,-3)

[State 2512, 低空補正X]
Type = VelAdd
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Trigger1 = Vel X != 0
X = Ifelse(vel X > 0,-0.1,0.1)

[State 2512, 低空補正Y]
Type = VelSet
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Y = -0.2

[State 2512, 基本速度補正]
Type = VelAdd
Trigger1 = AnimElemTime(2) < 0
Trigger1 = Vel X != [-0.6,0.6]
Trigger1 = Vel Y != [-0.4,0.5]
X = Ifelse(vel X >= 0,-0.6,0.6)
Y = Ifelse(vel Y >= 0,-0.4,0.5)

[State 2512, 初期反動]
Type = VelSet
Trigger1 = AnimElemTime(5) = 0
X = -1
Y = -2

[State 2512, 反動]
Type = VelAdd
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(8) <= 1
X = -0.09
Y = -0.18

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 227
ID = 227
pos = 21,-80
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(5) = 2
stateno = 227
ID = 227
pos = 29,-50
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 2
value = S2, 0
channel = 1

[State 2512, 元の重力]
Type = VelAdd
TriggerAll = AnimElemTime(8) > 2
Trigger1 = Pos Y < -10
Trigger1 = AnimElemTime(12) < 0
Trigger2 = AnimElemTime(12) >= 0
Y = 0.43

[State 2512, 着地防止]
Type = VelAdd
Trigger1 = Pos Y = [-9,0]
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(12) < 0
Y = -0.2

[State 2512, 着地]
Type = ChangeState
Trigger1 = animelemtime(6) >= 1
Value = 3203

[Statedef 3203]
Type     = A
MoveType = A
Physics  = N
Ctrl     = 0
Anim     = 3200

[State 2512, 着地]
Type = Changeanim
Trigger1 = time = 0
value = 3200
elem = 4

[State 2512, 減速X]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel X != [-3,3]
X = Ifelse(vel X > 0,3,-3)

[State 2512, 減速Y]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = Vel Y != [-3,3]
Y = Ifelse(vel Y > 0,3,-3)

[State 2512, 低空補正X]
Type = VelAdd
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Trigger1 = Vel X != 0
X = Ifelse(vel X > 0,-0.1,0.1)

[State 2512, 低空補正Y]
Type = VelSet
Trigger1 = AnimElemTime(5) < 0
Trigger1 = Pos Y > -4
Y = -0.2

[State 2512, 基本速度補正]
Type = VelAdd
Trigger1 = AnimElemTime(2) < 0
Trigger1 = Vel X != [-0.6,0.6]
Trigger1 = Vel Y != [-0.4,0.5]
X = Ifelse(vel X >= 0,-0.6,0.6)
Y = Ifelse(vel Y >= 0,-0.4,0.5)

[State 2512, 初期反動]
Type = VelSet
Trigger1 = AnimElemTime(5) = 0
X = -1
Y = -2

[State 2512, 反動]
Type = VelAdd
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(8) <= 1
X = -0.09
Y = -0.18

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 227
ID = 227
pos = 21,-80
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 前方]
type = Helper
trigger1 = AnimElemTime(5) = 2
stateno = 227
ID = 227
pos = 29,-50
ownpal = 0
ignorehitpause = 1
persistent = 0


[State 2590, 音]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 2
value = S2, 0
channel = 1

[State 2512, 元の重力]
Type = VelAdd
TriggerAll = AnimElemTime(8) > 2
Trigger1 = Pos Y < -10
Trigger1 = AnimElemTime(12) < 0
Trigger2 = AnimElemTime(12) >= 0
Y = 0.43

[State 2512, 着地防止]
Type = VelAdd
Trigger1 = Pos Y = [-9,0]
Trigger1 = AnimElemTime(5) > 0 && AnimElemTime(12) < 0
Y = -0.2

[State 2512, 着地]
Type = ChangeState
Trigger1 = animelemtime(6) >= 1
Value = 226


[Statedef 3300]
type    = A
movetype= I
physics = N
poweradd= -2000
velset = 0,0
anim = 2330
ctrl = 0
sprpriority = 2

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 30
MoveTime = 30
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 20,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 20,-70
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -1]
Type           = AfterImage
Trigger1       = time = 0
Time           = 45
Trans          = sub
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 150 , 150 , 150
PalContrast    = 150 , 150 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1010, 8]
type = Changeanim
trigger1 = time >= 8
value = 2330
elem = 5

[State 1010, 8]
type = ChangeState
trigger1 = time >= 35
value = 3301


[Statedef 3301]
type    = A
movetype= A
physics = N
anim = 30113
ctrl = 0
sprpriority = 2

[State 3510]
type = varadd
trigger1 = time = 0
V = 6
value = -1

[State 1001,]
type = Pause
trigger1 = (GameTime%3) = 0
time = 2

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = nofg
pausemovetime = 9999
supermovetime = 9999

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 0,0,0
sinadd = -256,-256,-256,120
time = 30

[State 2000]
type =BGPalFx
trigger1 = time >= 30
add = -256,-256,-256
sinadd = 256,256,256,80
time = 20

[State 2382]
Type = Helper
trigger1 = time = 0
helperype = normal
Stateno = 2399
ID = 2399
Pos = -25,-60
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S500,26
freqmul = 1.0+((random%2)*0.1)
volume = 150

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S500,27
freqmul = 1.0+((random%2)*0.1)
volume = 150

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1


[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1


[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

[State 2382]
Type = Helper
trigger1 = time = 0
Stateno = 2399
ID = 2399
Pos = -25,-50
PosType = P1
bindtime = -1

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s100,0

[State 1010, 8]
type = ChangeState
triggerall = time >= 40
TriggerAll=var(59)>0
trigger1 = command = "y"
trigger1 = command != "holdfwd"
trigger2 = time >= 60
value = 3302

[State 1010, 8]
type = ChangeState
triggerall = time >= 40
TriggerAll=var(59)=0
trigger1 = command = "y"
trigger1 = command = "holdfwd"
trigger2 = time >= 60
value = 3303

[State 1010, 8]
type = ChangeState
triggerall = time >= 40
TriggerAll=var(59)>0
Trigger1=p2stateType!=A
trigger2 = time >= 60
value = 3303

[Statedef 3302]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 3300
ctrl = 0
sprpriority = 2

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S400, 10
freqmul = 2.5

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S500,7
freqmul = 2.1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S500, 7
freqmul = 2.2

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S500, 7
freqmul = 1.9

[State 1001,]
type = Pause
trigger1 = time = 0
time = 1
movetime = 1

[State 3221, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = Floor(P2Dist X)-30

[State 3221, PosAdd]
Type = Posset
Trigger1 = time = 0
Y = 0

[State 3221, PosAdd]
Type = PosAdd
Trigger1 = time = 0
X = Var(10)

[State 2389]
type = Explod
Trigger1 = time = 0
anim = 30110
id = 30110
postype = p1
pos = 0, -74
sprpriority = 10
scale = 1.9,1.9
ownpal = 1
removeongethit = 1
bindtime = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2050, スラッシュ]
type = HitDef
trigger1 = time = [10,13]
attr = S, HA
animtype = Medium
damage = 0
hitflag = M
priority = 5, Hit
pausetime = 0,17
sparkno = -1
guard.sparkno = -1
HitSound                   = -1
GuardSound                 = -1
sparkxy = -12, -50
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
air.velocity = -4,-4
p1stateno = 3305
p2stateno = 3306


[State 1010, 8]
type = ChangeState
trigger1 = Time >= 25
value = 0
ctrl = 1

[Statedef 3303]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 3300
ctrl = 0
sprpriority = 2

[State 2050, シュッ]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0, 4
freqmul = 1.5

[State 2050, シュッ]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0, 4
freqmul = 1.7

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S400, 10
freqmul = 3

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S500,7
freqmul = 2.1

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S500, 7
freqmul = 2.2

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S500, 7
freqmul = 1.9

[State 1001,]
type = Pause
trigger1 = time = 0
time = 1
movetime = 1

[State 3221, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 10
Value = Floor(P2Dist X)+30

[State 3221, PosAdd]
Type = Posset
Trigger1 = time = 0
Y = 0

[State 3221, PosAdd]
Type = PosAdd
Trigger1 = time = 0
X = Var(10)

[State 2389]
type = Explod
Trigger1 = time = 0
anim = 30110
id = 30110
postype = p1
pos = 0, -74
sprpriority = 10
scale = 1.9,1.9
ownpal = 1
removeongethit = 1
bindtime = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2050, スラッシュ]
type = HitDef
trigger1 = time = [10,13]
attr = S, HA
animtype = Medium
damage = 0
guard.dist = 142 ;リーチ97
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 0,17
sparkno = -1
guard.sparkno = -1
HitSound                   = -1
GuardSound                 = -1
sparkxy = -12, -50
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -10
air.velocity = -4,-4
p1stateno = 3305
p2stateno = 3306

[State 1010, 8]
type = ChangeState
trigger1 = Time >= 25
value = 0
ctrl = 1

[Statedef 3305]
type    = S
movetype= A
physics = N
anim = 3305
poweradd = 0
sprpriority = -1

[State 2389]
type = Explod
trigger1 = time = 0
anim = 33080
id = 33080
postype = left
pos = 0, 0
ontop = 1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State -2, EnvColor]
type = allpalfx
trigger1 = time = 0
add = 255,255,255
sinadd = -255,-255,-255,80
time = 20

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

[State 6300]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = time <= 2

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = time >= 0
pos = 60, 0

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 79
value = S500,26
freqmul = 1.0+((random%2)*0.1)
volume = 150

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 83
value = S500,27
freqmul = 1.0+((random%2)*0.1)
volume = 150

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = Time = 66
value = S400, 5

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = Time = 66
value = S500, 6

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = Time = 66
value = S500, 31

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = Time = 66
value = -310

[State 810, 掴んだ相手の体力ゲージの増減]
type = Targetstate
trigger1 = Time = 66
value = 3307

[State 2389]
type = Explod
trigger1 = Time = 66
anim = 30100
id = 30100
postype = p1
pos =  60, -40
scale = 1.5,1.2
sprpriority = 5
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 2590, 上方]
type = Helper
trigger1 = Time = 66
stateno = 3310
ID = 3310
pos = 0,0
ownpal = 0
ignorehitpause = 1
persistent = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 810, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3306]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

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

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

[State 3003, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3306

[State 3002, ChangeAnim]
type = changeState
trigger1 = Time >= 66
value = 3307


[State 3002, ChangeAnim]
type = SelfState
trigger1 = Time >= 190
value = 0
ctrl = 1

[Statedef 3307]
type    = S
movetype= H
physics = S

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

[State 3003, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3307

[State 3003, ChangeAnim]
type = ChangeAnim
trigger1 = anim =  3307 && animtime = 0
value = 5080

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

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

[State 3002, ChangeAnim]
type = SelfState
triggerall = Time >= 100
trigger1 = anim = 5110
trigger2 = Time >= 230
value = ifelse(alive, 5120, 5150)

[Statedef 3310]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 30045
sprpriority = 1

[State -2, EnvColor]
type = allpalfx
trigger1 = time = 0
add = 255,255,255
sinadd = -255,-255,-255,240
time = 60

[State 1001,]
type = Pause
trigger1 = (GameTime%3) = 0
trigger1 = time = [0,25]
time = 2

[State 1001,]
type = Pause
trigger1 = (GameTime%2) = 0
trigger1 = time = [26,42]
time = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time >= 42

[Statedef 3320]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 30045
sprpriority = 1

[State -2, EnvColor]
type = Bgpalfx
trigger1 = time = 0
add = 0,0,0
sinadd = 255,255,255,60
time = 12

[State -2, EnvColor]
type = Bgpalfx
trigger1 = time = 12
add = 255,255,255
sinadd = -255,-255,-255,120
time = 30

[State 1001,]
type = Pause
trigger1 = (GameTime%2) = 0
trigger1 = time = [0,25]
time = 1

[State 1001,]
type = Pause
trigger1 = (GameTime%4) = 0
trigger1 = time = [26,42]
time = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time >= 42

[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3400
sprpriority = 2
poweradd = -1000

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 30
MoveTime = 30
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 20,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 20,-70
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 20,-70
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State 800, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = MA          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1facing = ifelse(command = "holdfwd", 1, -1);攻撃が当たった時の自分の向き ★６
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 3405      ;自分のステート変更
p2stateno = 3410       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
fall.recover = 0             ;ヒットした時に相手が空中受け身を取れるかどうか（0=取れない・1=取れる）
fall.envshake.ampl = 6       ;ヒット後、相手が地面に着地した時の画面の振幅
fall.envshake.freq = 178     ;ヒット後、相手が地面に着地した時に画面が揺れる速度
fall.envshake.time = 15      ;ヒット後、相手が地面に着地した時に画面を揺らす時間

[State 1010, 8]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3405]
type    = S
movetype= A
physics = N
anim = 3301
poweradd = 0
sprpriority = -1

[State 2391]
type = turn
trigger1 = Facing = -1
trigger1 = time = 1

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = nofg
flag2 = nobg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State -2, EnvColor]
type = allpalfx
trigger1 = time = 0
add = 0,0,0
sinadd = 255,255,255,20
time = 10

[State 2389]
type = Explod
Trigger1 = time = 1
anim = 3303
id = 3303
postype = p1
pos = 150, -50
sprpriority = 100
scale = 2.5,2.5
ownpal = 1
removeongethit = 1
bindtime = 1
pausemovetime = 0
supermovetime = 0
trans = add

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

[State 3221, PosAdd]
Type = Posset
Trigger1 = time = 0
x = 0
Y = 0

[State 3221, PosAdd]
Type = Posset
Trigger1 = time = 1
x = -110
Y = 0

[State 810, 掴んだ相手の位置１]
type = null;TargetBind
trigger1 = time >= 1
pos = 150, 0

[State 810, ステート変更]
type = ChangeState
trigger1 = Time >= 80
value = 3406

[Statedef 3406]
type    = S
movetype= A
physics = N
anim = 3302
poweradd = 0
sprpriority = -1

[State -2, EnvColor]
type = allpalfx
trigger1 = time = 0
add = 0,0,0
sinadd = 255,255,255,10
time = 5

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nofg
flag2 = nobg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = time = 40
value = -180

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = S500, 34

[State 2390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S500, 11

[State 2590, 上方]
type = Helper
trigger1 = Time = 40
stateno = 3320
ID = 3320
pos = 0,0
ownpal = 0
ignorehitpause = 1
persistent = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1010, 8]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3410]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

[State 2391]
type = turn
trigger1 = Facing = 1
trigger1 = time = 1

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

[State 3221, PosAdd]
Type = Posset
Trigger1 = time = 0
x = 1
Y = 0

[State 3221, PosAdd]
Type = Posset
Trigger1 = time = 1
x = 40
Y = 0

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

[State 3003, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3304

[State 1010, 8]
type = ChangeState
trigger1 = Time >= 121
value = 3411

[State 3002, ChangeAnim]
type = SelfState
trigger1 = Time >= 150
value = 0
ctrl = 1

[Statedef 3411]
type    = A
movetype= H
physics = N
velset = -5,-18

[State 1032, 速度加算]
type = VelAdd
trigger1 = 1
y = .50

[State 1032, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1032, アニメ変更] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1032, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100



[Statedef 3500]
type    = S
movetype= A
physics = S
poweradd= -2000
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2388]
Type = Pause
Trigger1 = time = 0
Time = 50
MoveTime = 50
IgnoreHitPause = 1

[State 2388]
Type = PlaySnd
Trigger1 = time = 0
Value = S500,36

[State 2000]
type =BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State 3240]
type = Explod
trigger1 = time = 0
anim = 30101
sprpriority = 10
postype = p1
pos = 0,-60
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = sub

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6601
postype = p1
pos = 0,-60
sprpriority = 1
pausemovetime = 9999
supermove = -1
bindtime = -1
ownpal = 1
trans = sub

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time <= 20
Stateno  = 6010
ID       = 6010
pos = 0,-60
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6011
ID       = 6010
pos = 0,-60
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6012
ID       = 6010
pos = 60,-60
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6013
ID       = 6010
pos = 0,-60
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(14) >= 0
trigger1 = time%4 = 1
value = 500, 24
freqmul = 1.5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(14) >= 0
trigger1 = time%4 = 1
value = 0, 4
freqmul = 2

[State 900]
Type = Helper
trigger1 = animelemtime(14) >= 0
trigger1 = time%2 = 1
Stateno = 3505
ID = 3505
Pos = 10-random%20,-45-random%30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 100, 5
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 25, 28
sparkno = s30060
guard.sparkno = S30062
hitsound = S1, 1
guardsound = S1, 8
sparkxy = -0-random%30, -20-random%70
getpower = 0,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.2;,-8
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = -4,-8
fall.recovertime = 22
air.hittime = 21
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 25
envshake.freq = 100
envshake.phase = 100
ground.cornerpush.veloff = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = animelemtime(14) >= 0
trigger1 = time%2 = 0
attr = S, HA ;立ち通常打撃（Standing, Normal Attack）
damage = 16, 2
animtype = light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 10
sparkno = s30060
guard.sparkno = S30062
hitsound = S1, 1
guardsound = S1, 8
sparkxy = -0-random%30, -20-random%70
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.2;,-8
airguard.velocity = -7.9,-1.6
air.type = High
air.velocity = -6,-2
air.hittime = 21
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
ground.cornerpush.veloff = 1

[State -2, EnvColor]
type = EnvColor
trigger1 = animelemtime(14) >= 0
trigger1 = time%4 = 0
trigger1 = movehit
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
;persistent = 0

[state 220, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(14) >= 0
trigger1 = movehit
trigger1 = time%4 = 0
value = 500,19
ignorehitpause = 1
;persistent = 0

[State 2389]
type = Explod
trigger1 = animelemtime(14) >= 0
trigger1 = movehit
trigger1 = time%14 = 0
anim = 30037
id = 30037
postype = left
pos = 0, 0
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = animelemtime(14) >= 0
trigger1 = movehit
trigger1 = time%17 = 0
anim = 30041
id = 30041
postype = right
pos = 0, 240
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1

[State 2389]
type = Explod
trigger1 = animelemtime(13) = [0,3]
trigger1 = movehit
anim = 30081
id = 30081
postype = p2
pos = 0, -55
scale = 1.8,1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1
ignorehitpause = 1
persistent = 0

[State 2389]
type = Explod
trigger1 = animelemtime(13) = [0,3]
trigger1 = movehit
anim = 30082
id = 30082
postype = p2
pos = 0, -55
scale = 1.8,1
sprpriority = 99999999
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = sub
ontop = 1
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
trigger1 = animelemtime(13) = [0,3]
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0



[State 1010, 8]
type = ChangeState
trigger1 = time >= 120
value = 3501

[Statedef 3501]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 3501
sprpriority = 2

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

[Statedef 3505]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 6800
sprpriority = 6

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 5
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 120 , 120
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.5,1.5
value = -180+random%360

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 0
Value = 90+random%180

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

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

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




[StateDef 6020]
Physics = N

[state 6506,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 2399]
Type = parentVarset
Trigger1 = roundstate = 1
V = 6
value = 10

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State -1]
Type     = Turn
Trigger1 = Facing != Root,Facing

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 10
id = 6020

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 9
id = 6019

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 8
id = 6018

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 7
id = 6017

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 6
id = 6016

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 5
id = 6015

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 4
id = 6014

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 3
id = 6013

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 2
id = 6012

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 1
id = 6011

[State -1]
Type     = removeexplod
Trigger1 = Root,var(6) != 0
id = 6010

;=============================================
;1P側

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 10
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6020) = 0
Anim = 6020
ID = 6020
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
scale = 0.5,0.5
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 9
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6019) = 0
Anim = 6019
ID = 6019
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 8
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6018) = 0
Anim = 6018
ID = 6018
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 7
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6017) = 0
Anim = 6017
ID = 6017
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 6
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6016) = 0
Anim = 6016
ID = 6016
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 5
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6015) = 0
Anim = 6015
ID = 6015
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 4
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6014) = 0
Anim = 6014
ID = 6014
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 3
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6013) = 0
Anim = 6013
ID = 6013
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 2
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6012) = 0
Anim = 6012
ID = 6012
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 1
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6011) = 0
Anim = 6011
ID = 6011
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 0
Trigger1 = TeamSide = 1
Trigger1 = numexplod(6010) = 0
Anim = 6010
ID = 6010
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add


[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = time = 0
Anim = 6006
ID = 6006
Pos = 54,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
;ontop = 1
scale = 0.24,0.24
Ownpal = 1
SprPriority = 100000
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 1
Trigger1 = time = 0
Anim = 6005
ID = 6005
Pos = 20,225;root,var(14),root,var(15)
PosType = Left
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;=============================================
;2P側

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 10
Trigger1 = teamside = 2
Trigger1 = numexplod(6020) = 0
Anim = 6020
ID = 6020
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
scale = 0.5,0.5
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 9
Trigger1 = teamside = 2
Trigger1 = numexplod(6019) = 0
Anim = 6019
ID = 6019
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 8
Trigger1 = teamside = 2
Trigger1 = numexplod(6018) = 0
Anim = 6018
ID = 6018
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 7
Trigger1 = teamside = 2
Trigger1 = numexplod(6017) = 0
Anim = 6017
ID = 6017
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 6
Trigger1 = teamside = 2
Trigger1 = numexplod(6016) = 0
Anim = 6016
ID = 6016
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 5
Trigger1 = teamside = 2
Trigger1 = numexplod(6015) = 0
Anim = 6015
ID = 6015
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 4
Trigger1 = teamside = 2
Trigger1 = numexplod(6014) = 0
Anim = 6014
ID = 6014
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 3
Trigger1 = teamside = 2
Trigger1 = numexplod(6013) = 0
Anim = 6013
ID = 6013
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 2
Trigger1 = teamside = 2
Trigger1 = numexplod(6012) = 0
Anim = 6012
ID = 6012
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 1
Trigger1 = teamside = 2
Trigger1 = numexplod(6011) = 0
Anim = 6011
ID = 6011
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
Trigger1 = Root,var(6) = 0
Trigger1 = teamside = 2
Trigger1 = numexplod(6010) = 0
Anim = 6010
ID = 6010
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = time = 0
Anim = 6005
ID = 6005
Pos = -54,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
ontop = 1
scale = 0.5,0.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State -1]
Type = Explod
;Triggerall = Root,palno != 12
;Triggerall = Root,var(16) = 0
Trigger1 = TeamSide = 2
Trigger1 = time = 0
Anim = 6006
ID = 6006
Pos = -20,225;root,var(14),root,var(15)
PosType = right
BindTime = -1
;ontop = 1
scale = 0.24,0.24
Ownpal = 1
SprPriority = 100000
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub

[State 2390, ChangeState]
Type = changestate
Trigger1 = root,var(6) = -100
Value = 6021

[StateDef 6021]
Physics = N

[State -1]
Type     = removeexplod
Trigger1 = 1

[State 2390, ChangeState]
Type = destroyself
Trigger1 = time >= 2

[Statedef 6010]
anim = 6600
SprPriority = 5

[State 7224]
type = null;BindToRoot
trigger1 = 1
pos = 0,-55
ignorehitpause = 1

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = gametime * 0.2 * (1 + random%300) * 0.01
Scale = (ifelse((gametime%100),((gametime%5 * 0.6)  / 0.9),(1 - (gametime%5*0.6)  / 0.9))) * 0.6,0.6

[State 7224]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

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


[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 31
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 120 , 120
PalAdd         = 0 , 0 , 0
PalMul      = .55,.55,.55  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0

[Statedef 6011]
anim = 6600
SprPriority = 5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = gametime * 0.9 * (1 + random%300) * 0.01
Scale = (ifelse((gametime%50),((gametime%10 * 0.2)  / 0.6),(1 - (gametime%10*0.2)  / 0.6))) * 1,1

[State 7224]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

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


[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 31
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 120 , 120
PalAdd         = 0 , 0 , 0
PalMul      = .55,.55,.55  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0

[Statedef 6012]
anim = 6600
SprPriority = 5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = -30
Scale = 0.98,0.7

[State 7224]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1


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

[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0

[Statedef 6013]
anim = 6600
SprPriority = 5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = 30
Scale = 0.925,0.725

[State 7224]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

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

[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0

[Statedef 2001]
type     = S
movetype = I
physics  = S
anim = 2001
sprpriority = 1
velset = 0,0
movehitpersist = 1  ;前のステートでのMovehit,Gaurded,ミスが持続する

[State 2001, 軸位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2244,]
type = changestate
Triggerall = animelem >= 9
trigger1 = command = "a"
value = 3510

[State 2001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 5810]
Type = A
MoveType = H
Physics = N
Ctrl = 0

[State 5810]
Type = VelSet
Trigger1 = !HitShakeOver
X = 0
Y = 0

[State 5810]
Type = HitVelSet
Trigger1 = HitShakeOver
X = 10
Y = 20

[State 5810]
Type = ChangeAnim
Trigger1 = !HitShakeOver
Value = 5070

[State 5810]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger2 = Time >= 15
Value = 5812

;床叩き付け　No.2
[StateDef 5811]
Type = A
MoveType = H
Physics = N
Ctrl = 0

[State 5811]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 5811

[State 5811]
Type = VelSet
Trigger1 = Time = 0
X = 2
Y = -9

[State 5811]
Type = VelAdd
Trigger1 = 1
Y = GetHitVar(YAccel)

[State 5811]
Type = null;AngleDraw
Trigger1 = 1

[State 5811]
Type = null;AngleAdd
Trigger1 = Time >= 1
Value = 50

[State 5811]
Type = SelfState
Trigger1 = Time >= 3
Trigger1 = Pos Y >= -15
Value = 5100

[StateDef 5812]
Type = A
MoveType = H
Physics = N
Ctrl = 0

[State 5812]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 5812

[State 5812]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 5812]
Type = ChangeState
Trigger1 = Time = 1
Value = 5811