; サンプルキャラクター『カンフーマン』のコンスタンツとステートのファイルです。
;===========================================================================
; コンスタンツ（定数）
;===========================================================================
;---------------------------------------------------------------------------
; ここがキャラの心臓部とも言うべき場所。
; １キャラ単位のライフや大きさなど、標準のステータスを予め決めておく部分。
; このコーナー自体省略出来ません。
;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1200   ;ライフ（体力ゲージ）最大値
power             = 3000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 90    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 40     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 255      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 50     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;---------------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方法
;
; 　変数を次のラウンドへ持ち越したい場合は、↑の
; 　「IntPersistIndex」と「FloatPersistIndex」を使う。
; 　そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; 　①IntPersistIndex = 23　（Var(23)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(18)～FVar(39)までを全て次のラウンドへ持ち越せる）
;
; 　つまり「Var(**)（Fvar(**)）以降全ての変数を持ち越す」という命令になる。
; 　それ以前のアドレスの変数は全て持ち越さなくなる。
;
; 　全ての変数を持ち越さない場合は、
; 　IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
; 　×これはダメ×
; 　　①IntPersistIndex = 10,15,20,25　（15,20,25の部分は意味無し）
; 　　②FloatPersistIndex = 4,16 　　　（16の部分は意味無し）
; 　　これらは最初の数字以外全て無効。
; 
;---------------------------------------------------------------------------
; 改訂前の和訳ＫＦＭではPersistIndexの解釈が無茶苦茶間違ってました。
; 大変失礼致しました。(人・ω・｀)ごめんなさい
; 今回はちゃんと調べて正確な情報を載せてるんで安心してください（苦笑
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1       ;キャラの横の大きさ（絶対値・float）
yscale           = 1       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 15      ;地上にいる時の「後方の物理的な幅」
ground.front     = 16      ;地上にいる時の「前方の物理的な幅」
air.back         = 12      ;空中にいる時の「後方の物理的な幅」
air.front        = 12      ;空中にいる時の「前方の物理的な幅」
height           = 60      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = -5,-90  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -5,-60  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 3.5         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -3.5       ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 3.6,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -4,-4  ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-8      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.55       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.5         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-8.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-8.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-8.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .36      ;Ｙ軸加速度（重力）
stand.friction  = .75      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .75      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）

;===========================================================================
; ステート
;===========================================================================
;---------------------------------------------------------------------------
; ここからはキャラのそれぞれの行動（ステート）を設定する。
; 番号（ステートナンバー）に気を付ければ良いだけで、
; 行動の決め方もステートの数も作りたいキャラによって自由。
;
; 本来ステートは別のファイルとして扱っているものだけど、
; このようにコンスタンツファイルと一緒にまとめる事も可能。
;
; ステートの基本的な設定はおまけフォルダの「テンプレート.txt」を参照。
;===========================================================================
; 基本行動
;===========================================================================

[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190


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

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

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


[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 0]
type = S
physics = S
sprpriority = 0

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

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

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

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

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

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

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

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

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

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

[State 2004, ]
Type = null;playsnd
Trigger1 = time%5 = 1
value = S21,0
freqmul = 1.0+((random%1)*0.1)

[State 100, 4]
type           = Explod
Trigger1 = time%5 = 1
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 0,0
scale = 0.21,0.045
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
[Statedef 21]
type = S
physics = S
sprpriority = 1
anim = 20
ctrl = 0

[State 100, 4]
type           = Explod
Trigger1 = time%5 = 1
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 0,0
scale = 0.21,0.045
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 20,]
type = Turn
trigger1 = P2dist X < 0

[State 20,]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 20,]
type = changestate
trigger1 = roundstate != 2
trigger2 = p2bodydist X <= 15
trigger3 = inguarddist
trigger3 = random <= var(59)*100
value = 0
ctrl = 1

[Statedef 22]
type = S
physics = S
sprpriority = 1
anim = 21
ctrl = 0

[State 100, 4]
type           = Explod
Trigger1 = time%5 = 1
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 0,0
scale = 0.21,0.045
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 22, 1]
type = Turn
trigger1 = P2dist X < 0

[State 22, 2]
type = VelSet
trigger1 = 1
x = const(velocity.walk.back.x)

[State 22, 5]
type = changestate
trigger1 = roundstate != 2
trigger2 = p2bodydist x >= 240
trigger3 = inguarddist
trigger3 = random <= var(59)*100
value = 0
ctrl = 1

[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, 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
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, 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

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

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

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

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

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

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

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 40, 3]
type = VarSet
Triggerall = var(59)>0
Triggerall = EnemyNear,StateType != L
Triggerall = EnemyNear,MoveType != H
Trigger1 = BackEdgeBodyDist>60
Trigger2 = P2BodyDist X <= 200
Triggerall = Random <= 500
sysvar(1) = -1

[State 40, 2]
type = VarSet
Triggerall = var(59)>0
Trigger1 = EnemyNear,StateType != L || P2BodyDist X >= 300
Trigger2 = EnemyNear,StateType = L || P2BodyDist X >= 60
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 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

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

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

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

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

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

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

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

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


;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
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 -2]
type     = helper
triggerall = numhelper(7500) <= 10
trigger1 = time = 0
stateno  = 7500
id       = 7500
pos      = 21,-66
postype  = p1
keyctrl  = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
size.xscale = 1
size.yscale = 1
ownpal = 1 

[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 6000
sprpriority    = 10
postype        = p1 
pos = 21,-66
scale = 0.15,0.55
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
persistent = 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 2004, 変数増減]
Type = Varset
Trigger1 = time = 0
v = 12
value = 0

[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 -2]
type     = helper
triggerall = numhelper(7500) <= 10
trigger1 = time = 0
stateno  = 7500
id       = 7500
pos      = 25,-43
postype  = p1
keyctrl  = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
size.xscale = 1
size.yscale = 1
ownpal = 1 


[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 6000
sprpriority    = 10
postype        = p1 
pos = 25,-43
scale = 0.15,0.55
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
persistent = 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 2004, 変数増減]
Type = Varset
Trigger1 = time = 0
v = 12
value = 0

[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 -2]
type     = helper
triggerall = numhelper(7500) <= 10
trigger1 = time = 0
stateno  = 7500
id       = 7500
pos      = 25,-43
postype  = p1
keyctrl  = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
size.xscale = 1
size.yscale = 1
ownpal = 1 


[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 6000
sprpriority    = 10
postype        = p1 
pos = 25,-43
scale = 0.15,0.55
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
persistent = 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 2004, 変数増減]
Type = Varset
Trigger1 = time = 0
v = 12
value = 0

[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


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

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
;勝利ポーズ（礼をする）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 1000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 182
id = 182
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
supermove = 1

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

[Statedef 182]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 7200
sprpriority = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 80 , 120 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 346, Explod]
type = Explod
trigger1 = (GameTime%2) = 0
anim = 6100
postype = p1
pos = 0,0
facing = 1
scale = 0.1,0.1
bindtime = 1
ownpal = 1
vel = -2+random%4,2-random%4
accel = 0,0.03
supermovetime = 0
pausemovetime = 0
sprpriority = 1
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2,Explod]
type = varrandom
trigger1 = 1
V = 44
range = 1,3

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 0.1*var(44),0.1*var(44);0.17,0.17

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

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 181
Trigger1 = Root,AnimElem = 1
Time = 10
Pos = 16,-58
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 181
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = 11,-74
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 181
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = -6,-78
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 181
Trigger1 = Root,AnimElemtime(4) >= 0
Time = 10
Pos = -8,-68
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[state 30000, palfx]
type = palfx
trigger1 = AnimElemtime(2) <= 0
time = 25
add = 220, 170, 250
sinadd = -220, -170, -250,100

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[state -2,explod]
type = varadd
trigger1 = time <= 10
V = 22
value = 2

[state -2,explod]
type = varset
trigger1 = var(22) >=100
V = 22
value = 100

[State 1000]
type = Helper
trigger1 = AnimElemtime(2) = 0
stateno = 192
id = 1081
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 1

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = 40,0
freqmul = 1

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 1

[State 191, アニメ変更];バトル画面に切り替わった瞬間のフェードインの時、アニメを固定している
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0


[statedef 192]
anim = 6400
sprpriority = 10

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 16
freqmul = 3

[State -1]
type = Velset
trigger1 = time = 0
x = 0

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[state -2,explod]
type = varadd
trigger1 = time <= 5
V = 22
value = 17

[state -2,explod]
type = varadd
trigger1 = time >= 5
V = 22
value = 1

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
trigger1 = time = 0
value = 1

[State -1, BindToRoot]
Type = BindToroot
Trigger1 = ishelper(1081)
trigger1 = time <= 5
Pos = 0,-58
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.0165*var(22),1.65

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 255

[state 30000, Varadd] 
type = Varadd
trigger1 = time > 0
trigger1 = Var(10) > 0
V = 10
Value = -8

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = time >= 30

;---------------------------------------------------------------------------
; ※２：AssertSpecial
;
; 　他のコントローラでは設定出来ない『特殊な効果』を指定する命令。
; 　設定したトリガーが有効になってる間だけ一時的に適用される。
;
; 　適用出来るパラメータはこのコントローラを一つ設置する場合、最大３つまで。
; 　書式としては「flag」「flag2」「flag3」を順に加えていく形。
; 　flag2とflag3はオプション。ではその特殊効果を全て紹介。
;
; 　Intro          = イントロ（試合開始前の登場演出アクション）の状態になる。イントロステート専用。
; 　Invisible      = 自分の姿を消す。しかし残像（AfterImage）は消せない。
; 　RoundNotOver   = 現在のラウンドを過ぎない。勝利ポーズ専用。
; 　NoBarDisplay   = ライフバーを非表示にする。
; 　NoBG           = ステージの奥の画像を非表示にし、「真っ黒の背景」にする。
; 　NoFG           = ステージの手前の画像を非表示にする。
; 　NoStandGuard   = 立ちガードが出来なくなる。
; 　NoCrouchGuard  = しゃがみガードが出来なくなる。
; 　NoAirGuard     = 空中ガードが出来なくなる。
; 　NoAutoTurn     = 自動で振り向かない。
; 　NoJuggleCheck  = ジャグルをチェックしない。（ジャグルポイントが減らなくなる）
; 　NoKOSnd        = ＫＯ時の音声（11,0）を鳴らさないようにする。画面中に存在する全員に有効なので注意。
; 　NoKOSlow       = ＫＯ時のスローモーションを無効にする。（ＫＯ直前に有効にしないといけない）
; 　NoShadow       = 自分の影を消す。
; 　GlobalNoShadow = 画面中に存在する全てのプレイヤー（ヘルパーとProjectileも含む）の影を消す。
; 　NoMusic        = 演奏しているＢＧＭを止める。（プラグインによってはＢＧＭがバグるので要注意）
; 　NoWalk         = 歩かない。（前か後ろのキーを入力中コントロールが可能の時に勝手に[Statedef 20]にならない）
; 　TimerFreeze    = タイムカウント（制限時間）を停止する。
; 　UnGuardable    = 自分の全ての攻撃が『ガード不可』になる。
;
;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, コントロール]
type = CtrlSet
trigger1 = Time = 40 ;このステートが４０フレームになったら
value = 1            ;キーコントロールが可能になる。

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================================================
; 通常攻撃技
;===========================================================================
;---------------------------------------------------------------------------
; 通常技はそんなに難しいテクニックは使ってないから、
; テンプレートを見ながら確認すれば覚えやすいと思う。
; 基本忘るべからず。
;
; ステートナンバーは、立ち技が２００～２９９、しゃがみ技が４００～４９９、
; ジャンプ技が６００～６９９の間で決めて作るのが一般的。
; しかし強制じゃないので自由に作っちゃってＯＫ。
;--------------------------------------------------------------------------

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 200
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 = animelem = 2
value = 0, 2

[State 210, ヒット定義]
type = HitDef
trigger1 = time%3 = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 5, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 2, 4
getpower = 10,3
givepower = 2,0
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S500, 15
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -4
airguard.velocity = -3.9,-2.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44
palfx.time = 34
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movehit
trigger1 = time%3 = 0
trigger1 = animelemtime(7)<=0
value = 5,5
ignorehitpause = 1

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = time%3 = 0
trigger1 = movehit
trigger1 = animelemtime(7)<=0
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
;persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state -2]
type     = helper
trigger1 = animelem = 5
stateno  = 201
id       = 201
pos      = 44,-65
postype  = p1
keyctrl  = 0
ignorehitpause = 1
;supermovetime = 9999
;pausemovetime = 9999
persistent = 0
size.xscale = 1
size.yscale = 1
ownpal = 1 

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


[statedef 201]
anim = 6601
sprpriority = 7

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 10

[state -2,explod]
type = varadd
trigger1 = time >= 0
V = 22
value = 2

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.025*var(22),0.025*var(22);0.17,0.17

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 255

[state 30000, Varadd] 
type = Varadd
trigger1 = time >= 5
trigger1 = Var(10) > 0
V = 10
Value = -20

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = time >= 18





[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 210
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 50, 0
ignorehitpause = 1

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(10) = 3
value = 0, 40
ignorehitpause = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 30, 0
animtype = Light
guardflag = M
hitflag = MAF
getpower = 50,10
givepower = 15,5
priority = 8, Hit
pausetime = 5, 5
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 25
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -3.8,-1.7
fall.recovertime = 18
air.hittime = 15
air.fall = 1
yaccel = .44

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
trigger1 = AnimElemtime(10) <= 2
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = AnimElemtime(10) <= 2
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(10) <= 2
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 83, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 6, Hit
pausetime = 14, 14
getpower = 80,10
givepower = 5,1
sparkno = S8200
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 4
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -6,8
airguard.velocity = -6.9,-1.6
air.type = High
air.velocity = -6,8
fall.recovertime = 20
air.hittime = 17
fall = 1
yaccel = 1.44
envshake.time = 15
envshake.ampl = 18
envshake.freq = 100
envshake.phase = 100

[State -2, EnvColor]
type = EnvColor
trigger1 = movehit
trigger1 = AnimElemtime(10) >= 3
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = AnimElemtime(10) >= 3
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(10) >= 3
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

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



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


[Statedef 250]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10
velset = 0,0

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

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) = 0 
value = 500, 14
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 15
freqmul = 0.9

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.4,1.6

[State -2,Explod]
type = trans
trigger1 = 1
trans = add

[State -3,]
type = AttackMulSet
trigger1 = root,Var(6) > 0
trigger1 = root,Var(6) < 10
value = 1.0 - (root,var(6) * 0.088)

[State 2244]
type = Projectile 
trigger1 = animelem = 2
attr = S, SP
damage = 40,5
animtype = diagup
hitflag = MAF
guardflag = MA
projhitanim = 1003          ;飛び道具がヒットした時のアニメ
offset = 0,0               ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 6701              ;飛び道具のＩＤナンバー
projanim = 6701          ;飛び道具のアニメ
projscale = 0.5,1.5             ;飛び道具の大きさ
HitSound                   = s5,3
GuardSound                 = s120,0
projhits = 1                ;飛び道具のヒット数
projpriority = 7            ;飛び道具の攻撃優先度
projsprpriority = 4         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 11         ;飛び道具が消えるまでの時間。DEF=-1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 0,-40
pausetime = 0, 5
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-10
air.velocity = -2,-10
getpower = 80
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recovertime = 20

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 25
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 6702
sprpriority    = 6702
postype        = p1
pos            = 0,0 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 6

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
trigger3 = animelem = 6
anim           = 6000
sprpriority    = 6000
postype        = p1
pos            = 0,5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5
scale = 0.25,0.06

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


[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 2200
sprpriority = 2
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-1000,0)

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 18
movetime = 18

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
value = SCA, AA, AP
time = 20

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

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

[State 250, Reversal.D]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr = SCA, NA, SA
numhits = 0
pausetime = 12,12
sparkno = S8400
sparkxy = 0,0
hitsound = S120,1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 40

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 100, 0
animtype = Hard
guardflag = MA
hitflag = MA
priority = 7, Hit
pausetime = 10, 14
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -9
airguard.velocity = -5.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
p2stateno = 221
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
trigger1 = time >= 18
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = time >= 18
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 18
trigger1 = movehit
value = 5, 5
ignorehitpause = 1
persistent = 0

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

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

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

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

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

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

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

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

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

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

[State 222]
type = changeanim2
Trigger1 = !SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

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

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

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

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

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


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

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

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

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


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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 12, 0
animtype = Light
guardflag = M
hitflag = MAF
getpower = 30,5
givepower = 15,5
priority = 8, Hit
pausetime = 8, 8
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.8,-1.7
fall.recovertime = 18
air.hittime = 15
air.fall = 1
yaccel = .44

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

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

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 410
sprpriority = 2

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 320, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 35, 0
animtype = medium
ground.type = Trip
guardflag = L
hitflag = MAF
getpower = 90,30
givepower = 35,15
priority = 7, Hit
pausetime = 10, 19
sparkno = S8100
guardsound = S120, 1
guard.sparkno = S8400
sparkxy = -15, -20
hitsound = S5, 2
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
ground.velocity = -3,-4
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = -3,-4
guard.velocity = -6
air.hittime = 19
fall = 1
fall.recover = 0
yaccel = .44
envshake.time = 10
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[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 = 11 ;しゃがむステートへ（コモンステート）
ctrl = 1


[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 600
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 50, 0
ignorehitpause = 1

[State 320, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3

[State 640, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 65
priority = 5, Hit
guardflag = HA
getpower = 78,29
pausetime = 12,15
sparkno = -1
sparkxy = -10,-5
hitsound   = s5,2
guard.sparkno = s8300
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3,-4
id = 400
nochainid = 400

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

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

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

[State 600, コントロール]
type = CtrlSet
trigger1 = animelemTime(11) >= 0
value = 1

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

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

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

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

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

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

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 20 , 20 , 20
PalContrast    = 80 , 35 , 200
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 13
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 115 , 55 , 225
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 16
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 70 , 70 , 70
PalContrast    = 140 , 70 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）


[State 840, 1]
type = Velset
trigger1 = time >= 0
trigger1 = time <= 2
x = 1

[State 840, 1]
type = Velset
trigger1 = time >= 6
trigger1 = time <= 18
x = 8.5

[State 840, 1]
type = Velset
trigger1 = time >= 18
x = 3

[State 700]
type = ChangeState
trigger1 = time >= 19
value = 701

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

[State 840, 1]
type = Velset
trigger1 = time >= 4
trigger1 = time <= 13
x = -9.8

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

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

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







;===========================================================================
; 投げ技
;===========================================================================
;---------------------------------------------------------------------------
; エレクバイトが「作るのが退屈と感じる時もあるよ」って言ってるけど、
; 作り出したら意外とハマって楽しくなる投げ技。
; 投げる相手の正確な座標取りは面倒臭いけどね（コラ
; 投げ用のHitDefはテンプレートと見比べて確認すればわかるはず。
;---------------------------------------------------------------------------
;カンフースルー：掴み
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT ;立ち通常投げ（Standing, Normal Throw）
hitflag = M-  ;マイナスが付加されてるので相手が食らい中の時は掴めない
priority = 1, Miss
sparkno = -1  ;-1だからヒットスパークは表示しない
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0 ;相手のガード態勢に入る距離を０にしてるので、ガード不可
fall = 1

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

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

[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 810
sprpriority = 2
poweradd= 100

[State 810, 変数];「holdfwd」のコマンドが入力されているかどうかを判断する
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdback"

[State 810, 振り返る];Var(2)が有効な時
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 1

[State 810, 軸位置移動];Var(2)が有効な時
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 1
x = -37

[State 810, 掴んだ相手の向き];Var(2)が有効な時
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 1
value = -1

[State 810, 音を鳴らす];掴み用
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 810, 掴んだ相手の向き];Var(2)が有効な時
type = Targetbind
trigger1 = animelemtime(7) <= 0
pos = 50,0


[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0
edge = 60,0 ;画面端を押す幅を変える（オレンジの線）

[State 1000]
type = Helper
trigger1 = animelemtime(10) <= 0
trigger1 = animelemtime(7) >= 0
trigger1 = time%3 = 1
stateno = 815
id = 815
helpertype = normal
pos = 20-random%40,-15-random%40
postype = P2
keyctrl = 0
ownpal = 0

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


[Statedef 815]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 815
sprpriority = 10

[State -1]
Type           = AfterImage
Trigger1       = 1
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .75,.75,.75

[state a]
type = explod
trigger1 = time%3 = 0
anim = 6105
sprpriority = 10-random%20
postype = p1
pos = 0,0
scale = 0.1,0.1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2-random%4,2-random%4
accel = 0,0.06
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 14, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 9
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,0
hitsound = s5,5
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 2.5
air.type = High
air.velocity = 4.6,-4.8
fall = 1
fall.recovertime = 100
envshake.time = 10
envshake.ampl = 8
envshake.freq = 100
envshake.phase = 100

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movecontact
value = 500,1
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 1001, ステート変更]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = root,movetype = H

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 相手のアニメ変更]
type = ChangeAnim
trigger1 = 1
value = 5010

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 100
value = 5050

;---------------------------------------------------------------------------
; ※３：GetHitVar
;
; 　食らってしまった『相手の攻撃の効果』を
; 　自分側が「特殊な変数」に変換して判断するトリガー。
;　「GetHitVar(**)」の『**』に該当する、予め決められているパラメータを全て紹介。
;
; 　大概「相手のHitDefとProjectileのパラメータ」から引き出すので、かなり多い（苦笑
;
;
; 　XVelAdd             = 自分が負けて吹っ飛んだ時の「Ｘ軸方向の加速度(float)」を計測する
; 　YVelAdd             = 自分が負けて吹っ飛んだ時の「Ｙ軸方向の加速度(float)」を計測する
; 　Type                = 自分の「食らいアニメの種類」。（0=None・1=High・2=Low・3=Trip）
; 　AnimType            = 相手のHitDefに設定されている「animtype」を判断する
;                        （0=Light・1=Medium・2=Hard・3=Back・4=Up・5=DiagUp）
; 　GroundType          = 相手のHitDefに設定されている「ground.type」を判断する
; 　AirType             = 相手のHitDefに設定されている「air.type」を判断する
;
; 　Damage              = 相手から食らってしまった「ダメージ量」を計測する
; 　HitCount            = 相手の「現在のヒット数」を計測する
; 　FallCount           = 自分が「地面に激突した回数」を判断する
; 　HitShakeTime        = 自分の「ヒット硬直時間」を計測する
; 　HitTime             = 自分の「食らい時間」を計測する
; 　SlideTime           = 相手のHitDefに設定されている「slidetime」を判断する
; 　CtrlTime            = 相手のHitDefに設定されている「(air)guard.ctrltime」を判断する
; 　RecoverTime         = 横に倒れている時の「起き上がるまでの時間」を判断する
;
; 　XOff                = 相手のHitDefに設定されている「"snap"のＸ軸」を判断する（非推奨）
; 　YOff                = 相手のHitDefに設定されている「"snap"のＹ軸」を判断する（非推奨）
; 　ZOff                = 相手のHitDefに設定されている「"snap"のＺ軸」を判断する？（存在しないので無意味）
;
; 　XVel                = 相手のHitDefに設定されている「Ｘ軸の食らい状態の移動速度」を判断する
; 　YVel                = 相手のHitDefに設定されている「Ｙ軸の食らい状態の移動速度」を判断する
; 　YAccel              = 相手のHitDefに設定されている「yaccel」を判断する
; 　chainID             = 相手のHitDefに設定されている「chainID」を判断する
; 　Guarded             =「相手のコンボでの最後の攻撃をガードした場合」を判断する
; 　IsBound             =「TargetBindで掴まれてる状態」を判断する
;
; 　Fall                = 相手のHitDefに設定されている「fall」を判断する
; 　Fall.Damage         = 相手のHitDefに設定されている「fall.damage」を判断する
; 　Fall.XVel           = 相手のHitDefに設定されている「fall.xvelocity」を判断する
; 　Fall.YVel           = 相手のHitDefに設定されている「fall.yvelocity」を判断する
; 　Fall.Recover        = 相手のHitDefに設定されている「fall.recover」を判断する
; 　Fall.RecoverTime    = 相手のHitDefに設定されている「fall.recovertime」を判断する
; 　Fall.Kill           = 相手のHitDefに設定されている「fall.kill」を判断する
; 　Fall.EnvShake.Time  = 相手のHitDefに設定されている「fall.envshake.time」を判断する
; 　Fall.EnvShake.Freq  = 相手のHitDefに設定されている「fall.envshake.freq」を判断する
; 　Fall.EnvShake.Ampl  = 相手のHitDefに設定されている「fall.envshake.ampl」を判断する
; 　Fall.EnvShake.Phase = 相手のHitDefに設定されている「fall.envshake.phase」を判断する
;

;===========================================================================
; 必殺技
;===========================================================================
;---------------------------------------------------------------------------
; カンフーマンを代表する必殺技『カンフー突き手』。
; 最初に公開されたM.U.G.E.N（1999/1/1当時のMS-DOS版）では
; この技と超必殺技の『三烈カンフー突き手』しか持ってなかった。
;
;「P2BodyDist」は「自分から相手までの距離」を測るトリガー。
; Bodyの記述が無い「P2Dist」の場合は、
;「自分の軸位置から相手の軸位置との距離」を測る。
;---------------------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1000
sprpriority = 2
poweradd= 80

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[state a]
type = explod
trigger1 = animelem = 6
anim = 7800
id = 1000
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 1000]
type = Helper
trigger1 = animelem = 6
stateno = 1001
id = 1000
helpertype = normal
pos = 26,-69
postype = P1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[state -2]
type     = helper
trigger1 = animelem = 6
stateno  = 7500
id       = 7500
pos      = 26,-69
postype  = p1
keyctrl  = 0
ignorehitpause = 1
;supermovetime = 9999
;pausemovetime = 9999
persistent = 0
size.xscale = 1
size.yscale = 1
ownpal = 1 

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

[statedef 7500]
anim = 6200
sprpriority = 5

[State -1]
type = Velset
trigger1 = time = 0
x = 0.6

[state 2004, ]
type = null;playsnd
trigger1 = time = 0
value = s7500,0
freqmul = 0.5+((random%10)*0.01)

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[state -2,explod]
type = varadd
trigger1 = time <= 5
V = 22
value = 12

[state -2,explod]
type = varadd
trigger1 = time >= 5
V = 22
value = 3

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.0075*var(22),0.0075*var(22);0.17,0.17

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 255

[state 30000, Varadd] 
type = Varadd
trigger1 = time > 5
trigger1 = Var(10) > 0
V = 10
Value = -16

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = time >= 20

[Statedef 1001]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6300
sprpriority = 10

[state a]
type = explod
trigger1 = time%3 = 0
anim = 6105
sprpriority = 10-random%20
postype = p1
pos = 5-random%15,15-random%30
scale = 0.1,0.1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;vel = 2-random%4,2-random%4
;accel = 0,0.06
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[state -1]
type = Velset
trigger1 = ishelper(1000) = 1
trigger1 = time = 0
x = 8

[state -1]
type = Veladd
trigger1 = ishelper(1000) = 0
trigger1 = time = 0
x = 9*((p2dist x)/(abs(p2dist x)+abs(p2dist y+(enemynear,const(size.mid.pos.y)))+.0000001))
y = 9*((p2dist y+(enemynear,const(size.mid.pos.y)))/(abs(p2dist x)+abs(p2dist y+(enemynear,const(size.mid.pos.y)))+.0000001))

[State 1000]
type = Helper
trigger1 = time = 0
stateno = 1006
id = 1006
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0

[State 1000]
type = Helper
trigger1 = time = 18
stateno = 1002
id = 1000
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

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

[State -3,]
type = AttackMulSet
trigger1 = root,Var(6) > 0
trigger1 = root,Var(6) < 10
value = 1.0 - (root,var(6) * 0.088)

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 25, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 6
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,0
hitsound = s5,5
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -2.5
air.type = High
air.velocity = -1.6,-1.8
air.fall = 1
fall.recovertime = 12
ground.cornerpush.veloff = 1
envshake.time = 10
envshake.ampl = 8
envshake.freq = 100
envshake.phase = 100

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 9
freqmul = 0.4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 7
freqmul = 0.6

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movecontact
value = 500,1
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = MoveContact
value = 1005

[State 1001, ステート変更]
type = changestate
trigger1 = Time >= 18
value = 1007

[statedef 1002]
anim = 6400
sprpriority = 15

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 16
freqmul = 2.2

[State 1000]
type = Helper
trigger1 = time = 13
stateno = 1003
id = 1005
helpertype = normal
pos = 150-random%300,150-random%300
postype = P1
keyctrl = 0
ownpal = 1
;size.xscale = 0.5
;size.yscale = 0.5

[State 1000]
type = Helper
trigger1 = time = 16
stateno = 1003
id = 1005
helpertype = normal
pos = 150-random%300,150-random%300
postype = P1
keyctrl = 0
ownpal = 1
;size.xscale = 0.5
;size.yscale = 0.5

[State 1000]
type = Helper
trigger1 = time = 19
stateno = 1003
id = 1005
helpertype = normal
pos = 150-random%300,150-random%300
postype = P1
keyctrl = 0
ownpal = 1
;size.xscale = 0.5
;size.yscale = 0.5

[State -1]
type = Velset
trigger1 = time = 0
x = 0

[state 2004, ]
type = null;playsnd
trigger1 = time = 0
value = s7500,0
freqmul = 0.5+((random%10)*0.01)

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[state -2,explod]
type = varadd
trigger1 = time <= 5
V = 22
value = 15

[state -2,explod]
type = varadd
trigger1 = time >= 5
V = 22
value = 1

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.01*var(22),1

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 255

[state 30000, Varadd] 
type = Varadd
trigger1 = time > 5
trigger1 = Var(10) > 0
V = 10
Value = -16

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = time >= 20

[statedef 1003]
anim = 6400
sprpriority = 15

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 16
freqmul = 2.2

[State -1]
type = Velset
trigger1 = time = 0
x = 0

[State 1000]
type = Helper
trigger1 = ishelper(1005)
trigger1 = time = 0
stateno = 1004
id = 1001
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1000]
type = Helper
trigger1 = ishelper(1050)
trigger1 = time = 0
stateno = 1004
id = 1050
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1000]
type = Helper
trigger1 = ishelper(1055)
trigger1 = time = 0
stateno = 1004
id = 1055
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[state 2004, ]
type = null;playsnd
trigger1 = time = 0
value = s7500,0
freqmul = 0.5+((random%10)*0.01)

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[state -2,explod]
type = varadd
trigger1 = time <= 5
V = 22
value = 15

[state -2,explod]
type = varadd
trigger1 = time >= 5
V = 22
value = 1

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.01*var(22),1

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 255

[state 30000, Varadd] 
type = Varadd
trigger1 = time > 5
trigger1 = Var(10) > 0
V = 10
Value = -16

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = time >= 20


[Statedef 1004]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6300
sprpriority = 10

[state a]
type = explod
trigger1 = time%3 = 0
anim = 6105
sprpriority = 10-random%20
postype = p1
pos = 5-random%15,15-random%30
scale = 0.1,0.1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;vel = 2-random%4,2-random%4
;accel = 0,0.06
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[state -1]
type = Veladd
trigger1 = time = 0
x = 8*((p2dist x)/(abs(p2dist x)+abs(p2dist y+(enemynear,const(size.mid.pos.y)))+.0000001))
y = 8*((p2dist y+(enemynear,const(size.mid.pos.y)))/(abs(p2dist x)+abs(p2dist y+(enemynear,const(size.mid.pos.y)))+.0000001))

[State 1000]
type = Helper
trigger1 = time = 0
stateno = 1006
id = 1006
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0

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

[State -3,]
type = AttackMulSet
trigger1 = root,Var(6) > 0
trigger1 = root,Var(6) < 10
value = 1.0 - (root,var(6) * 0.088)

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 25, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 6
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,0
hitsound = s5,5
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -2.5
air.type = High
air.velocity = -1.6,-1.8
air.fall = 1
fall.recovertime = 12
envshake.time = 10
envshake.ampl = 8
envshake.freq = 100
envshake.phase = 100
ground.cornerpush.veloff = 1


[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 7
freqmul = 0.7

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 9
freqmul = 0.75

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movecontact
value = 500,1
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = MoveContact
value = 1005

[State 1001, ステート変更]
type = changestate
trigger1 = Time >= 150
Trigger2 = !(ScreenPos X = [-200,520])
Trigger3 = !(ScreenPos Y = [-200,440])

value = 1007


[Statedef 1005]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 6301
sprpriority = 2
velset = 0,0

[State -1]
Type           = AfterImage
Trigger1       = 1
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .75,.75,.75

[state a]
type = explod
trigger1 = time%3 = 0
anim = 6105
sprpriority = 10-random%20
postype = p1
pos = 0,0
scale = 0.1,0.1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2-random%4,2-random%4
accel = 0,0.06
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 2,2

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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

[State 1000]
type = Helper
trigger1 = ishelper(1000)
trigger1 = time = 3
stateno = 1003
id = 1005
helpertype = normal
pos = 150-random%300,150-random%300
postype = P1
keyctrl = 0
ownpal = 1
;size.xscale = 0.5
;size.yscale = 0.5

[State 1000]
type = Helper
trigger1 = ishelper(1000)
trigger1 = time = 6
stateno = 1003
id = 1005
helpertype = normal
pos = 150-random%300,150-random%300
postype = P1
keyctrl = 0
ownpal = 1
;size.xscale = 0.5
;size.yscale = 0.5

[State 1000]
type = Helper
trigger1 = ishelper(1000)
trigger1 = time = 9
stateno = 1003
id = 1005
helpertype = normal
pos = 150-random%300,150-random%300
postype = P1
keyctrl = 0
ownpal = 1
;size.xscale = 0.5
;size.yscale = 0.5

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


[Statedef 1006]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 6300
sprpriority = 6

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 210 , 180 , 220
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.8,0.8

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

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = Time >= 200
trigger2 = parent,stateno = 1005
trigger3 = parent,stateno = 1007


[Statedef 1007]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6300
sprpriority = 10

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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


[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1010
sprpriority = 2
poweradd= 90

[state a]
type = explod
trigger1 = animelem = 7
anim = 7810
id = 1010
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 5
freqmul = 0.75

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 4
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 4
freqmul = 0.6

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 9
freqmul = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1011
id = 1010
helpertype = normal
pos = -56,-128
postype = P1
keyctrl = 0
ownpal = 1 

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1011
id = 1010
helpertype = normal
pos = 58,-128
postype = P1
keyctrl = 0
ownpal = 1 

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

[statedef 1011]
anim = 6500
sprpriority = 15

[State 20,]
type = Turn
trigger1 = P2dist X < 0

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 0
Value = -90

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 0

[state 30000, Varadd] 
type = Varadd
trigger1 = time > 0
trigger1 = Var(10) > 0
V = 10
Value = 25

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = changestate
trigger1 = time >= 10
value = 1012

[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6500
sprpriority = 10

[state a]
type = explod
trigger1 = time%3 = 1
anim = 6105
sprpriority = 10-random%20
postype = p1
pos = 0,0
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2-random%4,2-random%4
accel = 0,0.06
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist Y < 50
trigger1 = Vel Y >= -4
y = -0.2

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y <= 4
y = 0.2

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist X >= 0
x = 0.05

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 100 , 240
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = varrandom
trigger1 = 1
V = 44
range = 50,110

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.01*var(44),0.01*var(44)

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

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 60, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,0
hitsound = s500,6
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -0.6,-1.8
air.type = High
air.velocity = -0.6,-1.8
fall = 1
fall.recovertime = 20
envshake.time = 15
envshake.ampl = 18
envshake.freq = 100
envshake.phase = 100
ground.cornerpush.veloff = 1


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

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movecontact
value = 500,10
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = MoveContact
value = 1013

[State 1001, ステート変更]
type = Destroyself
trigger1 = FrontEdgeDist > 350
trigger2 = FrontEdgeDist < -420
trigger3 = Pos Y < -300

[statedef 1013]
anim = 6501
sprpriority = 15
velset = 0,0

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = time >= 1
scale = 0.025*var(44),0.025*var(44)

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 12
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .80,.80,.80

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = animtime = 0



[Statedef 1015]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1010
sprpriority = 2
poweradd= 90

[state a]
type = explod
trigger1 = animelem = 7
anim = 7810
id = 1015
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 5
freqmul = 0.75

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 4
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 4
freqmul = 0.6

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 9
freqmul = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1011
id = 1015
helpertype = normal
pos = -10,-208
postype = P2
keyctrl = 0
ownpal = 1 

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1011
id = 1015
helpertype = normal
pos = 108,-68
postype = P2
keyctrl = 0
ownpal = 1 

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



[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1020
sprpriority = 2
poweradd= 90

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1021
id = 1020
helpertype = normal
pos = 0,0
postype = P2
keyctrl = 0
ownpal = 1 

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1022
id = 1022
helpertype = normal
pos = 32,-69
postype = P1
keyctrl = 0
ownpal = 1 

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


[Statedef 1021]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6600
sprpriority = 10

[state a]
type = explod
trigger1 = time%2 = 1
anim = 6100
sprpriority = 10-random%20
postype = p1
pos = 0,0
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 5-random%10,5-random%10
accel = 0,0.09
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = 400, 18
freqmul = 1.55

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = 500, 5
freqmul = 0.95

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time%25 = 0
value = 1400, 0
freqmul = 0.85

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 1.25,1.25

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 220 , 30
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = posset
trigger1 = 1
Y = -67

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

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = S, SP
damage = 10, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 14
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-20
hitsound = s1400,0
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 1,-0.8
air.type = High
air.velocity = 1,-0.8
fall = 1
fall.recovertime = 20
palfx.time = 34
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 12
envshake.freq = 100
envshake.phase = 100
ground.cornerpush.veloff = 1

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movehit
trigger1 = time%5 = 0
trigger1 = animelemtime(20)<=0
value = 5,4
ignorehitpause = 1
;persistent = 0

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movehit
trigger1 = time%5 = 0
trigger1 = animelemtime(20)<=0
value = 5,5
ignorehitpause = 1
;persistent = 0

[state 220, 音を鳴らす]
type = playsnd
trigger1 = movehit
trigger1 = time%5 = 0
trigger1 = animelemtime(20)<=0
value = 500,11
ignorehitpause = 1
;persistent = 0

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = time%5 = 0
trigger1 = movehit
trigger1 = animelemtime(20)<=0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
;persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = time%5 = 0
trigger1 = movehit
trigger1 = animelemtime(20)<=0
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
;persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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


[statedef 1022]
anim = 6601
sprpriority = 7

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 10

[state -2,explod]
type = varadd
trigger1 = time >= 0
V = 22
value = 2

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.034*var(22),0.034*var(22);0.17,0.17

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 255

[state 30000, Varadd] 
type = Varadd
trigger1 = time >= 10
trigger1 = Var(10) > 0
V = 10
Value = -20

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = time >= 23



[statedef 1030]
type = S
MoveType = A
Physics = S
ctrl = 0
anim = 1030
velset = 0,0
sprpriority = 2
facep2 = 1  
poweradd= 90

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = 0
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
anim = 7811
id = 1030
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = 0
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
stateno = 1035
id = 1030
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = varset
triggerall = var(59) = 0
trigger1 = command = "c"
;trigger1 = time = 0
V = 7
value = -4

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

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

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

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

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

[state a]
type = varrandom
trigger1 = var(59) > 0
V = 7
range = -4,2

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [1,4]
trigger1 = time%16 = 0
anim = 7811
id = 1030
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [1,4]
trigger1 = time%16 = 0
stateno = 1035
id = 1030
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [5,8]
trigger1 = time%12 = 0
anim = 7811
id = 1030
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [5,8]
trigger1 = time%12 = 0
stateno = 1035
id = 1030
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [9,10]
trigger1 = time%8 = 0
anim = 7811
id = 1030
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [9,10]
trigger1 = time%8 = 0
stateno = 1035
id = 1030
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = 11
trigger1 = time%4 = 0
anim = 7811
id = 1030
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = 11
trigger1 = time%4 = 0
stateno = 1035
id = 1030
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 301, ChangeState]
Type = ChangeState
triggerall = animelemtime(7) >= 0
Trigger1 = Time >= 150
trigger2 = var(59) = 0
trigger2 = command = "start"
Trigger3 = P2BodyDist X = [-80,80]
Trigger3 = Var(59) >= 1
Trigger4 = roundstate >= 3
Trigger5 = inguarddist
Trigger5 = Var(59) >= 1
Value = 1031

[statedef 1031]
type = S
MoveType = I
Physics = S
ctrl = 0
anim = 1031
velset = 0,0
sprpriority = 2

[State 301, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 1

[Statedef 1035]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 1.5,1.9

[State 100, 4]
type           = Explod
Trigger1 = animelemtime(1) <= 10
trigger1 = (GameTime%3) = 1
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 0,0
scale = 0.42,0.09
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%2) = 1
anim = 6100
id = 1035
sprpriority = 5
postype = p1
pos = 20 - (random%40),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5 + (random%2)
scale = 0.15,0.15
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 821, 4]
type = posset
trigger1 = time = 0
X = 50*(root,var(7)+1)

[State 5100, EnvShake]
Type = EnvShake
trigger1 = animelem = 2
Time = 15
Freq = 100
Ampl = 25

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 20
freqmul = 1.25

[State 220, 音を鳴らす]
type = null;PlaySnd
trigger1 = animelem = 2
value = 400, 17
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 400, 18
freqmul = 1.25

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 2
freqmul = 1.05

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 2
freqmul = 0.95

[State 220, 音を鳴らす]
type = null;PlaySnd
trigger1 = animelem = 2
value = 3100, 0
freqmul = 1.55

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 220 , 30
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 80, 8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 25
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-20
hitsound = s1400,0
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 2,-1.8
air.type = High
air.velocity = 2,-1.8
fall = 1
palfx.time = 85
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1036
ground.cornerpush.veloff = 1

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

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

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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

[Statedef 1036]
type    = A
movetype= H
physics = N
velset = -0.5,-28

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

[state a]
type = veladd
trigger1 = 1
y = 0.72

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4588

[State 820, 1]
type = EnvShake
trigger1 = vel y>0&& pos y>= 0
time = 10
ampl = 15
freq = 90

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100


[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1040
sprpriority = 2
poweradd= 110

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 50, 0
ignorehitpause = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 40, 1
ignorehitpause = 1
freqmul = 0.7

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 15

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 20, 2
animtype = Hard
guardflag = MA
hitflag = M
priority = 7, Hit
pausetime = 6, 3
getpower = 60,20
givepower = 30,10
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-40
hitsound = s5,4
guardsound = s120,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-8
guard.velocity = -6.9
airguard.velocity = -4.9,-1.6
air.type = High
air.velocity = -4,-8
air.hittime = 18
fall.recovertime = 25
fall = 1
envshake.time = 15
envshake.ampl = 10
envshake.freq = 100
envshake.phase = 100

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 7
Trigger1 = p2stateno !=150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, ST
hitflag = AF
priority = 5, hit
pausetime = 0,0
priority = 1, Miss
sparkno = -1
p2facing = 1
p1stateno = 1041       ;自分のステート変更
p2stateno = 1045

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
trigger1 = AnimElemtime(7) < 0
value = 5, 5
ignorehitpause = 1
persistent = 0

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = AnimElemtime(7) < 0
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

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

[Statedef 1041]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1041
ctrl     = 0
sprpriority = 5

[State 601]
type = playsnd
Trigger1 = time = 0
value = 1,1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 40
freqmul = 1

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 92,-120

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = 92,-120

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = 1,-114

[State 601]
type = targetbind
Trigger1 = animelem = 4
pos = 50,-85

[State 601]
type = targetbind
Trigger1 = animelem = 5
pos = 120,5

[State 601]
type = targetlifeadd
Trigger1 = animelem = 5
value = -120

[State -2, EnvColor]
type = EnvColor
trigger1 = animelem = 5
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[state 6500,1]
type = EnvShake
Trigger1 = animelem = 5
time = 25
ampl = -25
freq = 115
phase = 115

[State 601]
type = targetstate
trigger1 = AnimElemtime(5) = 0
value = 6068

[State 900]
Type = Helper
trigger1 = animelem = 5
Stateno = 1042
ID = 1042
Pos = 120,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

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



[Statedef 1042]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 2.1,2.5

[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 7300
sprpriority    = 11
postype        = p1 
pos = 0,-70
scale = 0.5,0.5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub
vel = 0,-1
accel = 0,-1.4

[State 602, アニメ変更]
type = Changeanim
Trigger1 = time = 0
value = 6700
elem = 2

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%2) = 1
anim = 6100
id = 1035
sprpriority = 5
postype = p1
pos = 30 - (random%60),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5 + (random%2)
scale = 0.15,0.15
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 5100, EnvShake]
Type = EnvShake
trigger1 = animelem = 2
Time = 15
Freq = 100
Ampl = 25

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 400, 17
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 400, 18
freqmul = 1.25

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 2
freqmul = 1.05

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 2
freqmul = 0.95

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 3100, 0
freqmul = 0.85

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 3100, 1
freqmul = 1.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 120 , 160
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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



[Statedef 1045];相手吹っ飛び
type     = A                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = H                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = N                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 0                     ;攻撃を当てた時に溜まるジャグルポイントの設定
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
poweradd = 0                   ;パワーゲージの増加量を設定
velset = 0,0
sprpriority = 4                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
facep2 = 1

[State 221]
type = changeanim2
trigger1 = 1
value = 1045

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

[Statedef 6068]
type    = A
movetype= H
physics = N
velset = -1.5,-20

[State 2000]
type = PalFx
trigger1 = time = 0
time = 65
add = -200,-200,-200
sinadd = 180,180,180,10
color = 0
invertall = 1

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

[state a]
type = veladd
trigger1 = 1
y = 0.72

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4528

[state a]
type = selfstate
trigger1 = vel y>0&& pos y>= 0
value = 5100

[StateDef 1050]
Type = A
MoveType= A
Physics = N
Anim = 1050
SprPriority = 0
ctrl = 0
poweradd= 80

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[State 900]
Type = Gravity
Trigger1 = animelemTime(11) > 0

[State 900]
Type = VelSet
Trigger1 = vel Y >= -1
Trigger1 = time = 0
x = (Vel x)/3
Y = (Vel Y)/5

[State 900]
Type = VelSet
Trigger1 = vel Y <= -1
Trigger1 = time = 0
x = (Vel x)/3
Y = -1

[state a]
type = explod
trigger1 = animelem = 6
anim = 7801
id = 1050
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 1000]
type = Helper
trigger1 = animelemtime(9) <= 5
trigger1 = animelemtime(6) >= 0
trigger1 = time%4 = 0
stateno = 1003
id = 1050
helpertype = normal
pos = 150-random%300,150-random%300
postype = P1
keyctrl = 0
ownpal = 1

[state -2]
type     = helper
trigger1 = animelem = 6
stateno  = 7500
id       = 7500
pos      = 26,-69
postype  = p1
keyctrl  = 0
ignorehitpause = 1
;supermovetime = 9999
;pausemovetime = 9999
persistent = 0
size.xscale = 1
size.yscale = 1
ownpal = 1 

[State 600, コントロール]
type = CtrlSet
trigger1 = animelemTime(13) >= 0
value = 1

[State 651, ステート変更]
Type = ChangeState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52


[Statedef 1055]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1055
sprpriority = 2
poweradd= 80

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[state a]
type = explod
trigger1 = animelem = 6
anim = 7802
id = 1055
sprpriority = 3
postype = p1
pos = 1,25
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 1003
id = 1055
helpertype = normal
pos = 150-random%250,-50-random%250
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 1003
id = 1055
helpertype = normal
pos = 150-random%250,-50-random%250
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 1003
id = 1055
helpertype = normal
pos = 150-random%250,-50-random%250
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 1003
id = 1055
helpertype = normal
pos = 150-random%250,-50-random%250
postype = P1
keyctrl = 0
ownpal = 1

[state -2]
type     = helper
trigger1 = animelem = 6
stateno  = 7500
id       = 7500
pos      = 26,-41
postype  = p1
keyctrl  = 0
ignorehitpause = 1
;supermovetime = 9999
;pausemovetime = 9999
persistent = 0
size.xscale = 1
size.yscale = 1
ownpal = 1 

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


[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1060
sprpriority = 2
poweradd= 110

[state 6670, angledraw]
type = veladd
trigger1 = AnimElem = 5
x = 6

[State 820, 1]
type = notHitBy
trigger1 = AnimElemtime(4) <= 1
value = SCA, AA, AP
time = 1

[State 250, Reversal.D]
type = ReversalDef
trigger1 = AnimElemtime(4) <= 1
reversal.attr = SCA, NA, SA, HA
numhits = 0
pausetime = 0,15
sparkno = S8400
sparkxy = 0,0
hitsound = S120,1

[State 1000]
type = Helper
trigger1 = animelem = 4
stateno = 1061
id = 1060
helpertype = normal
pos = -10,-64
postype = P1
keyctrl = 0
ownpal = 1 
size.xscale = 0.75
size.yscale = 0.75

[State 900]
Type = Helper
trigger1 = animelem = 2
Stateno = 1062
ID = 1062
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 5
attr = S, SP
damage = 110, 10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 25
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-40-random%20
hitsound = s5,3
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -8,-1.8
air.type = High
air.velocity = -8,-1.8
fall = 1
palfx.time = 34
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 25
envshake.ampl = 12
envshake.freq = 100
envshake.phase = 100
ground.cornerpush.veloff = 1

[state 220, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
value = 5,4
ignorehitpause = 1
persistent = 0
volume = 20

[state 220, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
value = 400,23
ignorehitpause = 1
persistent = 0
freqmul = 0.95

[state 220, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
value = 500,11
ignorehitpause = 1
persistent = 0
freqmul = 0.95

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

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


[Statedef 1061]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 6900
sprpriority = 10

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 6670, angledraw]
type = angleadd
trigger1 = time = 0
Value = -12

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 500,14
freqmul = 1.35

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 21
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 19
freqmul = 1.25

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 70 , 70 , 80
PalAdd         = 0 , 0 , 0
PalMul      = .9,.9,.9

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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


[Statedef 1062]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 6901
sprpriority = 4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 220 , 30
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 346, Explod]
type = Explod
trigger1 = (GameTime%3) = 0
anim = 6100
postype = p1
pos = 0,0
facing = 1
scale = 0.1,0.1
bindtime = 1
ownpal = 1
vel = 3-random%6,3-random%6
accel = 0,0.06
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2,Explod]
type = varrandom
trigger1 = root,AnimElemtime(4) <= 1
V = 44
range = 1,6

[State -2,Explod]
type = varrandom
trigger1 = root,AnimElemtime(4) <= 1
V = 44
range = 3,10

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 0.1*var(44),0.1*var(44);0.17,0.17

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

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1060
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = -3,-62
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1060
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = -11,-66
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1060
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = -13,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1060
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = -18,-77
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1060
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = -22,-78
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1060
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -26,-75
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1060
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
Time = 10
Pos = -25,-71
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != 1060
Trigger2 = Root,Anim = 1060
Trigger2 = Root,AnimElemtime(9) >= 0


[Statedef 1070]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1070
sprpriority = 2
poweradd= 110

[state a]
type = explod
trigger1 = animelem = 6
anim = 7803
id = 1070
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[State 820, 1]
type = null;notHitBy
trigger1 = 1
value = SCA, AP
time = 1

[state -2]
type     = helper
trigger1 = animelem = 6
stateno  = 1071
id       = 1070
pos      = 26,-69
postype  = p1
keyctrl  = 0
ignorehitpause = 1
ownpal = 1 

[state -2]
type     = helper
trigger1 = animelem = 6
stateno  = 7500
id       = 7500
pos      = 26,-69
postype  = p1
keyctrl  = 0
ignorehitpause = 1
;supermovetime = 9999
;pausemovetime = 9999
persistent = 0
ownpal = 1 
size.xscale = 0.5
size.yscale = 0.5

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


[Statedef 1071]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 7001
sprpriority = 10
velset = 0.5,0

[state -2]
type     = helper
trigger1 = animelem = 6
stateno  = 1073
id       = 1073
pos      = 0,0
postype  = p1
keyctrl  = 0
ignorehitpause = 1
ownpal = 1 

[State 191, 音を鳴らす]
type = null;PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 500,14
freqmul = 1.35

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 5
freqmul = 0.75

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 20
TimeGap        = 3
FrameGap       = 3
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 80 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .9,.9,.9

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1001, ステート変更]
type = changestate
trigger1 = time >= 200
value = 1072

[Statedef 1072]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 7002
sprpriority = 10
velset = 0,0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 80 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .9,.9,.9

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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


[Statedef 1073]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 1073
ctrl = 0
sprpriority = -15
velset = 0.5,0

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

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

[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP,AA
slot = 0
stateno = 1074
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

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

[State 820, 1]
type = HitBy
trigger1 = 1
value = SCA, AP,AA
time = 1

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = parent,stateno = 1072
trigger2 = time >= 200


[Statedef 1074]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 1073
ctrl = 0
sprpriority = -15
velset = 0.5,0

[state -2]
type     = helper
trigger1 = time = 0
stateno  = 1075
id       = 1075
pos      = 0,50-random%100
postype  = p1
keyctrl  = 0
ignorehitpause = 1
ownpal = 1 
size.xscale = 0.5
size.yscale = 0.5

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

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

[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP,AA
slot = 0
stateno = 1074
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

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

[State 820, 1]
type = HitBy
trigger1 = 1
value = SCA, AP,AA
time = 1

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AT
time = 1

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

[State 1051, 2]
type = changestate
trigger1 = time >= 5
value = 1073

[Statedef 1075]
type = A
movetype = A
physics = N
anim = 7000
ctrl = 0
sprpriority = 10

[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 210, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 21
freqmul = 1.2-((random%20)*0.01)

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist Y < 50
trigger1 = Vel Y >= -12
y = -1

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y <= 12
y = 1

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = 15
y = -6+random%12

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 80 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .9,.9,.9

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 30, 1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-40-random%20
hitsound = s500,11
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -6
air.type = High
air.velocity = -6,-3
palfx.time = 14
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 100

[state 220, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
value = 500,15
ignorehitpause = 1
persistent = 0
freqmul = 0.95

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = animelemtime(5) >= 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 346, DestroySelf]
type = DestroySelf
trigger1 = time > 220
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 1080]
type = A
ctrl = 0
anim = 1080
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

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

[state 1]
type = varset
triggerall = var(59) > 0 
Trigger1 = p2BodyDist X <= 150
trigger1 = time = 0
Trigger1 = backEdgeBodyDist <= 40
trigger1 = facing = 1
Trigger2 = p2BodyDist X <= 150
trigger2 = time = 0
Trigger2 = frontEdgeBodyDist <= 40
trigger2 = facing = -1
v = 7
value = 3

[state 1]
type = varset
triggerall = var(59) > 0 
Trigger1 = p2BodyDist X <= 150
trigger1 = time = 0
Trigger1 = BackEdgeBodyDist <= 40
trigger1 = facing = -1
Trigger2 = p2BodyDist X <= 150
trigger2 = time = 0
Trigger2 = frontEdgeBodyDist <= 40
trigger2 = facing = 1
v = 7
value = 0

[state 1]
type = varset
triggerall = var(59) > 0 
Trigger1 = p2BodyDist X >= 150
trigger1 = time = 0
trigger1 = facing = 1
Trigger2 = p2BodyDist X >= 150
trigger2 = time = 0
trigger2 = facing = -1
v = 7
value = 0

[state 1]
type = varset
triggerall = var(59) > 0 
Trigger1 = p2BodyDist X >= 150
trigger1 = time = 0
trigger1 = facing = -1
Trigger2 = p2BodyDist X >= 150
trigger2 = time = 0
trigger2 = facing = 1
v = 7
value = 3

[state a]
type = posset
trigger1 = time >= 9
trigger1 = var(7) = 0
x = -160

[state a]
type = posset
trigger1 = time >= 9
trigger1 = var(7) = 1
x = -50

[state a]
type = posset
trigger1 = time >= 9
trigger1 = var(7) = 2
x = 50

[state a]
type = posset
trigger1 = time >= 9
trigger1 = var(7) = 3
x = 160

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 100

[state -2,explod]
type = varadd
trigger1 = time >= 5
V = 22
value = -17

[state -2,explod]
type = varset
trigger1 = var(22) <=0
V = 22
value = 0

[state -2,explod]
type = varset
trigger1 = time = 0
V = 23
value = 100

[state -2,explod]
type = varadd
trigger1 = time >= 5
V = 23
value = 5

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.01*var(22),0.01*var(23)

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-15*time),15*time

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 1

[State 1000]
type = Helper
trigger1 = animelem = 1
stateno = 1085
id = 1085
helpertype = normal
pos =0,-55
postype = P1
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = time >= 10
value = 1081

[State 1000]
type = Helper
trigger1 = time = 9
stateno = 1085
id = 1081
helpertype = normal
pos = 10,-50
postype = P1
keyctrl = 0
ownpal = 1

[state 30000, palfx]
type = palfx
trigger1 = time = 0
time = 25
add = 0, 0, 0
sinadd = 220, 170, 250,80

[Statedef 1081]
type = S
ctrl = 0
anim = 1081
velset = 0,0

[state 30000, palfx]
type = palfx
trigger1 = time = 0
time = 15
add = 220, 170, 250
sinadd = -220, -170, -250,60

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[state -2,explod]
type = varadd
trigger1 = time <= 10
V = 22
value = 10

[state -2,explod]
type = varset
trigger1 = var(22) >=100
V = 22
value = 100

[state -2,explod]
type = varset
trigger1 = time = 0
V = 23
value = 200

[state -2,explod]
type = varadd
trigger1 = time <= 10
V = 23
value = 10

[state -2,explod]
type = varset
trigger1 = var(22) <=100
V = 23
value = 100

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.01*var(22),0.01*var(23)

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 40,0
freqmul = 1

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 1080,0
freqmul = 1

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 1085]
anim = 6400
sprpriority = 10

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 16
freqmul = 3

[State -1]
type = Velset
trigger1 = time = 0
x = 0

[state -2,explod]
type = varset
trigger1 = time = 0
V = 22
value = 0

[state -2,explod]
type = varadd
trigger1 = time <= 5
V = 22
value = 17

[state -2,explod]
type = varadd
trigger1 = time >= 5
V = 22
value = 1

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
trigger1 = time = 0
value = 1

[State -1, BindToRoot]
Type = BindToroot
Trigger1 = ishelper(1081)
trigger1 = time <= 5
Pos = 0,-58
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state -2,explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.0165*var(22),1.65

[state 30000, trans]
type = trans
trigger1 = 1
trans = add

[state 30000, Varset] 
type = Varset
trigger1 = time = 0
V = 10
Value = 255

[state 30000, Varadd] 
type = Varadd
trigger1 = time > 0
trigger1 = Var(10) > 0
V = 10
Value = -16

[state 30000, Varset] 
type = Varset
trigger1 = Var(10) < 0
V = 10
Value = 0

[state 30000, palfx]
type = palfx
trigger1 = 1
time = 1
add = 0, 0, 0
mul = Var(10), Var(10), Var(10)

[state 6670, angledraw]
type = angledraw
trigger1 = 1

[state 7224]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state -2, afterimage]
type = destroyself
trigger1 = time >= 15



[StateDef 1090]
Type = A
MoveType= A
Physics = N
Anim = 1090
SprPriority = 5
ctrl = 0
poweradd= 100

[State 3000]
Type = Varadd
Trigger1 = time = 0
var(21) = -1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 1400,0
freqmul = 1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 400,19
freqmul = 1.25

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 1090,0
freqmul = 1

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 500,9
freqmul = 0.6

[State 191, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 500,5
freqmul = 1


[State 900]
Type = Gravity
Trigger1 = animelemTime(11) > 0

[State 900]
Type = VelSet
Trigger1 = vel Y >= -1
Trigger1 = time = 0
x = (Vel x)/3
Y = (Vel Y)/5

[State 900]
Type = VelSet
Trigger1 = vel Y <= -1
Trigger1 = time = 0
x = (Vel x)/3
Y = -1

[State 1000]
type = Helper
trigger1 = animelemtime(5) = 0
stateno = 1095
id = 1090
helpertype = normal
pos = 33,-80
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(5) = 0
stateno = 1095
id = 1090
helpertype = normal
pos = 55,-86
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(5) = 0
stateno = 1095
id = 1090
helpertype = normal
pos = 77,-92
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(5) = 0
stateno = 1095
id = 1090
helpertype = normal
pos = 99,-98
postype = P1
keyctrl = 0
ownpal = 1

[state -2]
type     = helper
trigger1 = animelem = 1
stateno  = 1091
id       = 1091
pos      = 0,0
postype  = p1
keyctrl  = 0
ignorehitpause = 1
persistent = 0
ownpal = 1 

[State 600, コントロール]
type = CtrlSet
trigger1 = animelemTime(13) >= 0
value = 1

[State 651, ステート変更]
Type = ChangeState
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52

[Statedef 1091]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 6901
sprpriority = 7

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 220 , 30
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State a]
type = Explod
trigger1 = root,animelemtime(5) >= 0
trigger1 = (GameTime%2) = 0
anim = 6100
sprpriority = 6
postype = p1
pos = 0,0
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2- ((random%4)*0.6),3- ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 346, Explod]
type = Explod
trigger1 = (GameTime%3) = 0
anim = 6100
postype = p1
pos = 0,0
facing = 1
scale = 0.1,0.1
bindtime = 1
ownpal = 1
vel = 3-random%6,3-random%6
accel = 0,0.06
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2,Explod]
type = varrandom
trigger1 = 1
V = 44
range = 3,10

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 0.1*var(44),0.1*var(44);0.17,0.17

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

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 1
Time = 10
Pos = -21,-44
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = -24,-53
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = -11,-66
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 11,-58
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 24,-77
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = 24,-82
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = 21,-87
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1090
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 8
Time = 10
Pos = 7,-80
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != 1090
Trigger2 = Root,Anim = 1090
Trigger2 = Root,AnimElemtime(9) >= 0




[Statedef 1095]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 7200
sprpriority = 4

[state a]
type = explod
trigger1 = time%3 = 1
anim = 6100
sprpriority = 10-random%20
postype = p1
pos = 0,0
scale = 0.1,0.1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 3-random%6,3-random%6
accel = 0,0.06
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 0.3,0.3

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 80 , 120 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 7
trigger1 = P2BodyDist x < 0
trigger1 = Vel x >= -3.5
x = -0.09

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 7
trigger1 = P2BodyDist x > 0
trigger1 = Vel x <= 3.5
x = 0.09

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3-(random%60)*0.1

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 7
trigger1 = Vel Y <= 2.5
y = 0.08+(random%80)*0.01

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 651, ステート変更]
Type = ChangeState
Trigger1 = Pos Y >= 5 && Vel Y > 0
Value = 1096


[Statedef 1096]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6701
sprpriority = 10
velset = 0,0

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.6,1.4

[State 100, 4]
type           = Explod
Trigger1 = time <= 10
trigger1 = (GameTime%3) = 1
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 0,0
scale = 0.21,0.045
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 6100
id = 1035
sprpriority = 5
postype = p1
pos = 10 - (random%20),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5 + (random%2)
scale = 0.1,0.1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 821, 4]
type = posset
trigger1 = time = 0
Y = 5

[State 5100, EnvShake]
Type = EnvShake
trigger1 = animelem = 1
Time = 15
Freq = 100
Ampl = 25

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 19
freqmul = 1.5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 2
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 18
freqmul = 2

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 220 , 30
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 60, 6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 25
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-20
hitsound = s1400,0
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 2,-1.8
air.type = High
air.velocity = 2,-1.8
fall = 1
palfx.time = 85
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1036
ground.cornerpush.veloff = 1

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

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

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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

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

;===========================================================================
; 超必殺技
;===========================================================================
;---------------------------------------------------------------------------
; 最初のM.U.G.E.Nから存在するカンフーマンの超必殺技。
; 超必なので攻撃を当ててもゲージを増やさないようにする事に気を付けるだけで、
; 後は結構簡単な処理にまとめられてる。
; 超必時の暗転用の処理（SuperPause）にも刮目せよ！m9っ｀Д´)
;---------------------------------------------------------------------------
[statedef 3000]
type = S
MoveType = A
Physics = S
ctrl = 0
anim = 1030
velset = 0,0
sprpriority = 2
facep2 = 1  

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -285, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 285, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = time <= 30
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = -5,-54
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -5,-54
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -5,-54
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -2000
unhittable = 1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 400, 20


[State 2900, 1]
type = helper
trigger1 = time = 0
stateno = 3006
id = 3006
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 2900, 1]
type = helper
trigger1 = time = 0
stateno = 3006
id = 3007
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = 0
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
anim = 7811
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = 0
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
stateno = 3005
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = 0
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
stateno = 3009
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = numhelper(3008) = 0
triggerall = var(59) = 0
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
stateno = 3008
id = 3008
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[state a]
type = varset
triggerall = var(59) = 0
trigger1 = command = "c"
;trigger1 = time = 0
V = 7
value = -4

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

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

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

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

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

[state a]
type = varrandom
trigger1 = var(59) > 0
V = 7
range = -4,2

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [1,4]
trigger1 = time%16 = 0
anim = 7811
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [1,4]
trigger1 = time%12 = 0
stateno = 3005
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [5,8]
trigger1 = time%12 = 0
anim = 7811
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [5,8]
trigger1 = time%8 = 0
stateno = 3005
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[state a]
type = explod
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [9,11]
trigger1 = time%4 = 0
anim = 7811
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [9,11]
trigger1 = time%4 = 0
stateno = 3005
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [1,4]
trigger1 = time%12 = 0
stateno = 3009
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [5,8]
trigger1 = time%8 = 0
stateno = 3009
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = var(59) = [9,11]
trigger1 = time%4 = 0
stateno = 3009
id = 3005
;persistent = 0
pos = 0,10
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = numhelper(3008) = 0
triggerall = var(59) = [1,4]
trigger1 = time%16 = 0
stateno = 3008
id = 3008
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = numhelper(3008) = 0
triggerall = var(59) = [5,8]
trigger1 = time%12 = 0
stateno = 3008
id = 3008
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = numhelper(3008) = 0
triggerall = var(59) = [9,10]
trigger1 = time%8 = 0
stateno = 3008
id = 3008
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1]
type = helper
triggerall = animelemtime(7) >= 0
triggerall = numhelper(3008) = 0
triggerall = var(59) = 11
trigger1 = time%4 = 0
stateno = 3008
id = 3008
;persistent = 0
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 301, ChangeState]
Type = ChangeState
triggerall = animelemtime(7) >= 0
Trigger1 = Time >= 300
trigger2 = var(59) = 0
trigger2 = command = "start"
Trigger3 = roundstate >= 3
Value = 1031

[Statedef 3005]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6800
sprpriority = 20

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

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 1.8,2

[State 100, 4]
type           = Explod
trigger1       = animelem = 2
anim           = 7100
sprpriority    = 21
postype        = p1
pos            = 0,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 2
anim           = 7101
sprpriority    = 22
postype        = p1
pos            = 10,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1       = animelem = 2
anim           = 7102
sprpriority    = 22
postype        = p1
pos            = -10,5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%3) = 1
anim = 6100
id = 1035
sprpriority = 5
postype = p1
pos = 30 - (random%60),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-7 + (random%3)
scale = 0.1,0.1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%3) = 1
anim = 6105
id = 1035
sprpriority = 5
postype = p1
pos = 30 - (random%60),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-7 + (random%3)
scale = 0.1,0.1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 821, 4]
type = posset
trigger1 = time = 0
X = 50*(root,var(7)+1)

[State 5100, EnvShake]
Type = EnvShake
trigger1 = animelem = 2
Time = 20
Freq = 110
Ampl = 40

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 20
freqmul = 1.4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 400, 17
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 400, 18
freqmul = 0.75

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 2
freqmul = 0.75

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 3100, 0
freqmul = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 3100, 1
freqmul = 1.5

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

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

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 96, 6
animtype = Hard
guardflag = MA
hitflag = MAFLD
priority = 3, Hit
pausetime = 5, 25
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-20
hitsound = -1
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -8,-2.8
fall = 1
palfx.time = 85
palfx.add = -150,-255,-150
palfx.sinadd = 150,250,150,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1036
ground.cornerpush.veloff = 1


[state 220, 音を鳴らす]
type = playsnd
trigger1 = movehit
value = 5,4
ignorehitpause = 1
persistent = 0
freqmul = 0.75

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

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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


[Statedef 3006]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 9999
sprpriority = 10

[State 346, VelSet]
type = VelSet
trigger1 = ishelper(3006)
x = 15

[State 346, VelSet]
type = VelSet
trigger1 = ishelper(3007)
x = -15

[State a]
type = Explod
trigger1 = time%2 = 0
anim = 6100
id = 1035
sprpriority = 5
postype = p1
pos = 0,0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-10
scale = 0.35,0.35
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1


[State 346, DestroySelf]
type = destroyself
trigger1 = time > 80
Trigger2 = !(ScreenPos X = [-100,420])


[Statedef 3008]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 6801
sprpriority = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 160 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .9,.9,.9

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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

[Statedef 3009]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6800
sprpriority = 20

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 1.8,2

[State 821, 4]
type = posset
trigger1 = time = 0
X = 50*(root,var(7)+1)

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 10
TimeGap        = 0
FrameGap       = 0
PalBright      = 0 , 0 , 0
PalContrast    = 60 , 250 , 120
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -285, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 285, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = time <= 30
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -13,-54
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -13,-54
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 1000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 3011
id = 3011
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
supermove = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 3015
id = 3015
helpertype = normal
pos = 0,0
postype = P2
keyctrl = 0
ownpal = 1

[State 3000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3011]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 7200
sprpriority = 7

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 80 , 120 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State a]
type = Explod
trigger1 = root,animelemtime(6) >= 0
trigger1 = (GameTime%2) = 0
anim = 6100
sprpriority = 6
postype = p1
pos = 0,0
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2- ((random%4)*0.6),3- ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 346, Explod]
type = Explod
trigger1 = (GameTime%3) = 0
anim = 6100
postype = p1
pos = 0,0
facing = 1
scale = 0.1,0.1
bindtime = 1
ownpal = 1
vel = 3-random%6,3-random%6
accel = 0,0.06
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2,Explod]
type = varrandom
trigger1 = 1
V = 44
range = 1,4

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 0.1*var(44),0.1*var(44);0.17,0.17

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

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3010
Trigger1 = Root,AnimElem = 1
Time = 10
Pos = 16,-60
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3010
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = 8,-54
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3010
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = -14,-55
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3010
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = -15,-56
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3010
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 7,-50
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3010
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElemtime(6) >= 0
Time = 10
Pos = 28,-69
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != 3010
Trigger2 = Root,Anim = 3010
Trigger2 = Root,AnimElemtime(10) >= 0

[Statedef 3015]
SprPriority = -10

[State 1000]
type = Helper
trigger1 = time = 0
stateno = 3017
id = 3017
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 20 , 70 , 140
PalAdd         = 0 , 0 , 0
PalMul      = .80,.80,.80

[State 3000]
type = posset
trigger1 = 1
X = 0
Y = 0

[State 345, PlaySnd]
Type = PlaySnd
Trigger1 = time = 0
Value = S500, 5
freqmul = 0.8

[State 345, PlaySnd]
Type = PlaySnd
Trigger1 = time = 0
Value = S500, 9
freqmul = 0.7

[State 345, PlaySnd]
Type = PlaySnd
Trigger1 = time = 0
Value = S500, 9
freqmul = 0.5

[state a]
type = explod
trigger1 = time%2 = 1
anim = 6100
sprpriority = 10-random%20
postype = p1
pos = 160-random%320,0
scale = 0.1,0.1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 4-random%8,-7 + (random%4)
accel = 0,0.18
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7400

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 25
value = 0

[State -2,Explod]
type = varset
trigger1 = var(25) >= 100
V = 25
value = 100

[State -2,Explod]
type = varadd
trigger1 = time <= 6
V = 25
value = 12

[State -2,Explod]
type = varadd
trigger1 = time >= 6
V = 25
value = 4

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 0
scale = 0.02*var(25),0.0014*var(25)

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = 200


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

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

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

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

[State -2, AfterImage]
Type = changestate
Trigger1 = time >= 500
Trigger2 = root,alive = 0
Trigger3 = roundstate >= 3
value = 3016

[Statedef 3016]
SprPriority = -10
velset = 0,0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 0
scale = 0.02*var(25),0.0014*var(25)

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

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = 200

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 0
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 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25

[Statedef 3017]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = posset
trigger1 = 1
Y = 0

[state a]
type = posset
trigger1 = p2Dist X > 0
x = enemy,pos x

[state a]
type = posset
trigger1 = p2Dist X < -100
x = enemy,pos x

[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = 10

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
trigger1 = enemy,vel x = 0
x = 0

[State 1000, 0]
type = velset
trigger1 = enemy,vel x > 6
x = -20

[State 1000, 0]
type = velset
trigger1 = enemy,vel x >= 0.1
x = -6

[state a]
type = destroyself
trigger1 = time >= 500

[Statedef 3020]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 3020

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 400, 18
freqmul = 1.05

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 14
freqmul = 1.45

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 500, 5
freqmul = 0.95

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 1090, 0
freqmul = 0.75

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -285, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 285, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = time <= 30
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 5,-66
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 5,-66
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 1000]
type = Helper
trigger1 = animelemtime(2) = 0
stateno = 3021
id = 3021
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
supermove = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 3025
id = 3025
helpertype = normal
pos = 38,-67
postype = P1
keyctrl = 0
ownpal = 1
pausemovetime = 9
supermovetime = 9

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 3026
id = 3025
helpertype = normal
pos = 38,-67
postype = P1
keyctrl = 0
ownpal = 0
pausemovetime = 9
supermovetime = 9

[State 3000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3021]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 6601
sprpriority = 10

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 80 , 120 , 150
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State a]
type = Explod
trigger1 = root,animelemtime(7) >= 0
trigger1 = (GameTime%2) = 0
anim = 6100
sprpriority = 6
postype = p1
pos = 0,0
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 2- ((random%4)*0.6),3- ((random%6)*0.6)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 346, Explod]
type = Explod
trigger1 = (GameTime%3) = 0
anim = 6100
postype = p1
pos = 0,0
facing = 1
scale = 0.1,0.1
bindtime = 1
ownpal = 1
vel = 3-random%6,3-random%6
accel = 0,0.06
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2,Explod]
type = varrandom
trigger1 = 1
Trigger1 = Root,AnimElemtime(7) >= 0
V = 44
range = 7,10

[State -2,Explod]
type = varrandom
trigger1 = 1
Trigger1 = Root,AnimElemtime(7) <= 0
V = 44
range = 1,2

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 0.1*var(44),0.1*var(44);0.17,0.17

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

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,AnimElem = 2
Time = 10
Pos = 3,-63
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = 4,-65
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 0,-75
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = -1,-77
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = 10,-66
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElemtime(7) >= 0
Time = 10
Pos = 38,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != 3020
Trigger2 = Root,Anim = 3020
Trigger2 = Root,AnimElemtime(10) >= 0


[Statedef 3025]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 7500
sprpriority = 7

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,MoveType = A
Pos = 38,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State 346, ]
type = sprpriority 
trigger1 = 1
value = 7
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 80 , 60 , 60
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time%10 = 0
attr = S, SP
damage = 39, 5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 25
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-20
hitsound = s5,4
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -10,-1.8
air.type = High
air.velocity = -10,-1.8
fall = 1
fall.recover = 0
palfx.time = 34
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 22
envshake.freq = 100
envshake.phase = 100

[state 220, 音を鳴らす]
type = null;playsnd
trigger1 = movehit
trigger1 = time%5 = 0
trigger1 = animelemtime(10)<=0
value = 5,4
ignorehitpause = 1
;persistent = 0

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = time%10 = 0
trigger1 = movehit
trigger1 = animelemtime(24)<=0
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
;persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = time%10 = 0
trigger1 = movehit
trigger1 = animelemtime(24)<=0
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
;persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 1001, ステート変更]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != 3020


[Statedef 3026]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 7500
sprpriority = 7

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3020
Trigger1 = Root,MoveType = A
Pos = 38,-67
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 10
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 220 , 30
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[State 1001, ステート変更]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != 3020


[Statedef 3030]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 3030

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -285, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 285, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) <= 15
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State a]
type = Explod
trigger1 = animelemtime(4) <= 5
anim = 6100
id = 6100
sprpriority = 5
postype = p1
pos = 0,-55 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
scale = 0.25,0.25
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 3000]
type = Explod
Trigger1 = animelem = 1
anim = 6101
postype = p1
scale = 0.9,0.9
pos = 0,-55 
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
Trigger1 = animelem = 1
anim = 6003
postype = p1
pos = 0,-55 
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
Trigger1 = animelem = 1
anim = 6004
postype = p1
pos = 0,-55
sprpriority = 1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 2000]
type =allPalFx
trigger1 = animelemtime(1) = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 1
value = 20, 0

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 1
value = 500, 13

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 1
value = 500, 5
freqmul = 0.7

[State 3000, 1]
type = PlaySnd
Trigger1 = animelem = 1
value = 500, 9

[State 1000]
type = Helper
Triggerall = NumHelper(3030) = 0
trigger1 = animelem = 7
stateno = 3031
id = 3030
helpertype = normal
pos = 0,0
postype = left
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
persistent = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 70
value = 1031

[Statedef 3031]
type    = A
movetype= I
physics = N
juggle  = 0
sprpriority = 15
velset = 0,0
anim = 9999

[State 3000, 1]
type = PlaySnd
Trigger1 = time = 0
value = 500, 9
freqmul = 0.5

[State 3000, 1]
type = PlaySnd
Trigger1 = time = 0
value = 500, 5
freqmul = 0.7

[State 3000, 1]
type = PlaySnd
Trigger1 = time = 0
value = 500, 5
freqmul = 0.5

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,320
time = 80

[State 3000, 1]
type = PlaySnd
trigger1 = time >= 50
trigger1 = time%40 = 0
value = 500, 9
freqmul = 0.7-(random%3)*0.1

[State 1000]
type = Helper
trigger1 = time >= 40
trigger1 = time%10 = 1
stateno = 3035
id = 3035
helpertype = normal
pos = 230-random%90,-280
postype = left
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 1000, ]
type = posset
trigger1 = 1
x = 0
y = 0

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

[State a]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 6100
scale = 0.15,0.15
sprpriority = 50-random%55
postype = left
pos = 250-random%110,0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 6-random%12,2 + (random%2)
accel = 0,0.1
ignorehitpause = 1
trans = add

[State 3241]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 7600
postype = left
pos = 0,-90
;scale = 0.5,0.5
sprpriority = 9999999999
bindtime = -1
removetime = -1
ownpal = 1
ID = 2025
trans = add

[State 3240, ChangeState]
Type = ChangeState
Trigger1 = Time >= 750
Value = 3032


[Statedef 3032]
type    = A
movetype= I
physics = N
juggle  = 0
sprpriority = 15
velset = 0,0
anim = 9999

[State 2000]
type = removeexplod
trigger1 = time = 0
id = 2025

[State 1000, ]
type = posset
trigger1 = 1
x = 0
y = 0

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

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,120
time = 30

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = time >= 10



[Statedef 3035]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 7200
sprpriority = 4

[state a]
type = explod
trigger1 = 1
anim = 6100
sprpriority = 10-random%20
postype = p1
pos = 5-random%10,5-random%10
scale = 0.1,0.1
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;vel = 3-random%6,3-random%6
;accel = 0,0.06
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -2,Explod]
type = angledraw
trigger1 = 1
scale = 0.3,0.3

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 6
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 50 , 90 , 120
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 7
trigger1 = P2BodyDist x < 0
trigger1 = Vel x >= -7
x = -0.2

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 7
trigger1 = P2BodyDist x > 0
trigger1 = Vel x <= 7
x = 0.2

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = 8-(random%160)*0.1
Y = 8+(random%60)*0.1

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 651, ステート変更]
Type = ChangeState
Trigger1 = Pos Y >= 3 && Vel Y > 0
Value = 3036


[Statedef 3036]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6701
sprpriority = 10
velset = 0,0

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.8,1.2

[State 100, 4]
type           = Explod
Trigger1 = time <= 10
trigger1 = (GameTime%3) = 1
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 0,0
scale = 0.21,0.045
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 6100
id = 1035
sprpriority = 5
postype = p1
pos = 10 - (random%20),0 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-5 + (random%2)
scale = 0.1,0.1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 821, 4]
type = posset
trigger1 = time = 0
Y = 5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 19
freqmul = 1.5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 2
freqmul = 1.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 6
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 220 , 30
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 80, 8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 25
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-20
hitsound = s1400,0
guardsound = s120,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 2,-1.8
air.type = High
air.velocity = 2,-1.8
fall = 1
palfx.time = 85
palfx.add = -200,-200,-200
palfx.sinadd = 180,180,180,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1036
envshake.time = 10
envshake.ampl = 22
envshake.freq = 100
envshake.phase = 100

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

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

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 7224]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

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



[statedef 3040]
type = S
MoveType = A
Physics = S
ctrl = 0
anim = 3040
velset = 0,0
sprpriority = 2
facep2 = 1  

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = 1
OwnPal = 1
PosType = left
Pos = -285, Floor(170-ScreenPos Y)
Facing = 1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State 3020, Helper]
Type = Helper
trigger1 = time = 0
Trigger1 = facing = -1
OwnPal = 1
PosType = Right
Pos = 285, Floor(170-ScreenPos Y)
Facing = -1
ID = 6920
StateNo = 6920
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
type = assertspecial
trigger1 = time <=30
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State -1]
type = assertspecial
trigger1 = 1
flag = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = -5,-54
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -5,-54
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -5,-54
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -2000
unhittable = 1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 5
freqmul = 0.75

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9
freqmul = 0.5

[State 3000, 1]
type = PlaySnd
trigger1       = animelemtime(8) >= 0
trigger1       = time%8 = 0
value = 500, 9
freqmul = 0.7-(random%3)*0.1

[State 3000, 1]
type = PlaySnd
trigger1       = animelemtime(8) >= 0
trigger1       = time%8 = 0
value = 3040, 0
freqmul = 1.3-(random%3)*0.1

[State 100, 4]
type           = Explod
trigger1       = animelemtime(8) >= 0
trigger1       = time%16 = 0
anim           = 7700+random%2
sprpriority    = -999
postype        = left
scale          = 0.5,0.5 
pos = 0,0
under = 1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
supermovetime = 9999
pausemovetime = 9999

[State 100, 4]
type           = Explod
trigger1       = animelemtime(8) >= 0
trigger1       = time%8 = 0
anim           = 8700
sprpriority    = 999
postype        = left
scale          = 0.5,0.5 
pos = 0,0
ontop = 1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
supermovetime = 9999
pausemovetime = 9999

[state a]
type = explod
triggerall = animelemtime(8) >= 0
trigger1 = time%10 = 0
anim = 7811
id = 3040
sprpriority = 3
postype = p1
pos = 0,0
;scale = 0.1,0.1
bindtime = -1
ownpal = 1
persistent = 1
ignorehitpause = 1
trans = add
removeongethit = 1

[State 2000]
type =bgPalFx
trigger1       = animelemtime(8) >= 0
trigger1       = time%8 = 0
add = -250+random%50,-250+random%50,-250+random%50
time = 8

[State 2900, 1]
type = helper
triggerall = animelemtime(8) >= 0
trigger1       = time%16 = 0
stateno = 3008
id = 3008
pos = 0,4
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time%8 = 0
attr = S, HA
damage = 22, 5
animtype = Hard
guardflag = M
hitflag = MAFLD
priority = 3, Hit
pausetime = 0, 5
sparkno = -1
guard.sparkno = s8400
sparkxy = -20,-65 + (floor(p2bodydist Y))
hitsound = s5,4
guardsound = s120,1
getpower = 0,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
fall = 1
fall.recover = 0
palfx.time = 44
palfx.add = 250,20,100
palfx.color = 0
palfx.sinadd = 250,20,100,10
envshake.time = 5
envshake.ampl = 12
envshake.freq = 100
envshake.phase = 100

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = time%8 = 0
trigger1 = movehit
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
;persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = time%8 = 0
trigger1 = movehit
Stateno  = 8000
ID       = 8000
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
;persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 2000]
type =allPalFx
trigger1 = time = 164
add = 256,256,256
sinadd = -256,-256,-256,400
time = 100

[State 3000, 1]
type = PlaySnd
trigger1 = time = 164
value = 400, 22
freqmul = 1

[State 301, ChangeState]
Type = ChangeState
Trigger1 = Time >= 165
Value = 1031

[StateDef 6920]
Type    = S
Movetype= I
Physics = N
Anim = 10000
SprPriority = -50

;--------------------透過設定
[State 6920, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 6920, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

;--------------------速度設定
[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 60.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 4
X = 7.0

[State 6920, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 0.7

[State 6920, VelSet]
Type = Null;VelSet
Trigger1 = Time = 40
X = 3.0

;--------------------明度設定
[State 6920, VarSet];初期化
Type = VarSet
Trigger1 = Time <= 19
V = 10
Value = 256

[State 6920, VarAdd];減少
Type = VarAdd
Trigger1 = Time >= 20
V = 10
Value = -26

[State 6920, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(10), Var(10), Var(10)

[State 6670, AngleDraw]
Type = null;AngleAdd
Trigger1 = time = 0
Value = 30

;--------------------消滅条件


[State 6920, DestroySelf]
Type = DestroySelf
Trigger1 = Var(10) < 13

[Statedef 6000]
type    = A
movetype= I
physics = N
velset = 0,0
poweradd= 0
sprpriority = 0
anim = 9999
ctrl = 0

[State -2,Explod]
type = Explod
trigger1 = time = 1
anim = 8000
sprpriority = var(15)
scale = 0.001*var(14),0.001*var(14)
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
trans = add

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
V = 15
Range = -10, 10

[State 6680, VarRandom]
Type = VarRandom
Trigger1 = 1
V = 14
Range = 50, 400

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 2793]
type = velset
trigger1 = time = 0
y = -1.4 - (random%1)

[State 2793]
type = veladd
trigger1 = time >= 10
trigger1 = (GameTime%2) = 1
x = -0.5 + (random%2)

[state 2793]
type = destroyself
trigger1 = time >= 34

[Statedef 8000]
type    = A
movetype= I
physics = N
velset = 0,0
poweradd= 0
sprpriority = 0
anim = 9999
ctrl = 0

[State -2,Explod]
type = bindtotarget
trigger1 = 1
id = -1
time = -1
pos = 0,0,mid

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8600
sprpriority = 100
postype = p1
pos = 0 ,0
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 2
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 2
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 2
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 2
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 2
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 0
anim = 8000
postype = p1
pos = 0,0
facing = 1
scale = 0.35,0.35
bindtime = 1
ownpal = 1
vel = 2- ((random%4)*0.6),-3+ ((random%6)*0.6)
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add

[state 2793]
type = destroyself
trigger1 = time >= 2

;===========================================================================
; 常時監視ステート（－２）
;===========================================================================
;---------------------------------------------------------------------------
; 通常の食らい状態（Statedef 5000～5199間）でも、
; 相手に（「P2StateNo」や「TargetState」等で）制御を奪われても、
; 常に登録したステートコントローラが有効になります。
; サブシステム等を制御する時に重宝するでしょう。
;---------------------------------------------------------------------------

[Statedef -2]

[State 3000]
Type = VarSet
Trigger1 = movetype != A
var(21) = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 0, DestroySelf]
Type = DestroySelf
Triggerall = ishelper
trigger1 = stateno = [0,110]
trigger2 = stateno = [5000,5150]

[State -2, ]
type = defencemulset
triggerall = 1
trigger1 = palno = [11,12]
value = 0.8

[state 6506,1]
type = poweradd
trigger1 = palno = [11,12]
value = 4

[state 6506,1]
type = lifeadd
trigger1 = palno = [11,12]
trigger1 = Movetype != H
trigger1 = (GameTime%5) = 1
trigger1 = alive
value = 1

[State -2, a];
type = null;palfx
triggerall = time = 0
trigger1 = palno = [11,12]
time = -1
add = -36,-36,-36
sinadd = -30,-30,-30,120


;-----------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
params = var(1),var(2),var(5),floor(P2BodyDist X),floor(P2BodyDist Y)

[State -2, クリップボード（追加専用）]
type = AppendToClipboard
trigger1 = 1
text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)

[State -2, 距離確認デバック]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2BodyDist x,P2BodyDist y,vel x,vel y,Pos y
IgnoreHitPause = 1











[State -2]
Type     = Helper
triggerall = palno = 12
trigger1 = numhelper(8500) <= var(57)-1
trigger1 = roundstate = 2
trigger1 = (GameTime%8) = 1
Stateno  = 8500
ID       = 8500
pos = -100+random%200,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State 2000]
type = removeexplod
trigger1 = stateno != 1000
id = 1000

[State 2000]
type = removeexplod
trigger1 = stateno != 1050
id = 1050

[State 2000]
type = removeexplod
trigger1 = stateno != 1055
id = 1055

[State 2000]
type = removeexplod
trigger1 = stateno != 1070
id = 1070

[State 2000]
type = removeexplod
trigger1 = stateno != 1010
id = 1010

[State 2000]
type = removeexplod
trigger1 = stateno != 1015
id = 1015

[State 2000]
type = removeexplod
trigger1 = stateno != 1030
id = 1030

[State 2000]
type = removeexplod
trigger1 = stateno != 3000
id = 3000

[State 2000]
type = removeexplod
trigger1 = stateno != 3040
id = 3040

;---------------------------------------------------------------------------
;こんふぃぐ




[State -2,Explod];フラッシュ制限
type = varset
trigger1 = 1
V = 55
value = 1;０でオフ