; 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              = 1000   ;ライフ（体力ゲージ）最大値
power             = 5000   ;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      = 60     ;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     = 1.5         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -1.5        ;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,-10      ;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     = 1        ;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          = .44      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;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 -2]
Type     = Helper
triggerall = palno = 12
trigger1 = roundno != 1
trigger1 = numhelper(8500) <= var(57)-1
Stateno  = 8500
ID       = 8500
pos = -60+random%120,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State -2]
Type     = Helper
triggerall = palno = 10
trigger1 = roundno != 1
trigger1 = numhelper(8500) <= 1
Stateno  = 8500
ID       = 8500
pos = -40,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State -2]
Type     = Helper
triggerall = palno = 10
trigger1 = roundno != 1
trigger1 = numhelper(8500) <= 1
Stateno  = 8500
ID       = 8500
pos = 40,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[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, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -40
triggerall = alive
Triggerall = backedgebodydist > 82
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z"
Trigger1 = Command != "holdfwd"
trigger2 = var(59)>0&&Random<var(59)*21
Trigger2=P2BodyDist X>=50
trigger3 = var(59)>0&&Random<var(59)*21
Trigger3=P2BodyDist X<=180
value = 5125 ;HITFALL_RECOVER

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -40
triggerall = alive
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z"
Trigger1 = Command = "holdfwd"
trigger2 = var(59)>0&&Random<var(59)*21
Trigger2=P2BodyDist X<=50
trigger3 = var(59)>0&&Random<var(59)*21
Trigger3=P2BodyDist X>=180
value = 5126 ;HITFALL_RECOVER

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

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

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = !ishelper(8500)


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

[State 5120, ChangeState]
Type = ChangeState
TriggerAll = Time = 0
trigger1 = var(59) <= 0
Trigger1 = Command = "holdback"
Trigger2 = BackEdgeBodyDist >= 40
trigger2 = var(59)>0&&Random<var(59)*41
Trigger2=P2BodyDist X<=150
Trigger4 = frontEdgeBodyDist <= 40
trigger4 = var(59)>0&&Random<var(59)*41
Trigger4=P2BodyDist X<=150
value = 5125 ;HITFALL_RECOVER

[State 5120, ChangeState]
Type = ChangeState
TriggerAll = Time = 0
trigger1 = var(59) <= 0
Trigger1 = Command = "holdfwd"
Trigger2 = frontEdgeBodyDist >= 40
trigger2 = var(59)>0&&Random<var(59)*41
Trigger2=P2BodyDist X<=150
Trigger3 = BackEdgeBodyDist <= 40
trigger3 = var(59)>0&&Random<var(59)*41
Trigger3=P2BodyDist X<=150
value = 5126 ;HITFALL_RECOVER


[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 5125]
type = S
physics = S
velset = 0,0
movetype = I
anim = 5201
ctrl = 0

[State 100, 4]
type           = Explod
trigger1 = animelem = 1
anim           = 6202
sprpriority    = 6202
postype        = p1
pos            = 0,5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub
sprpriority = 5

[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 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 1080,0
freqmul = 0.8

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

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

[State 100, 2]
type = posadd
trigger1 = Time >= 19
x = -190

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

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

[State 5201,5]
type = ChangeState
trigger1 = Time >= 20
value = 5127

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 100
Trans          = sub
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[Statedef 5126]
type = S
physics = S
velset = 0,0
movetype = I
anim = 5201
ctrl = 0

[State 100, 4]
type           = Explod
trigger1 = animelem = 1
anim           = 6202
sprpriority    = 6202
postype        = p1
pos            = 0,5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub
sprpriority = 5

[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 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 1080,0
freqmul = 0.8

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

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

[State 100, 2]
type = posadd
trigger1 = time >= 19
x = 190

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

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

[State 5201,5]
type = ChangeState
trigger1 = Time >= 20
value = 5127

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 100
Trans          = sub
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[Statedef 5127]
type = S
ctrl = 0
anim = 5203
velset = 0,0
facep2 = 1

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 6202
sprpriority    = 6202
postype        = p1
pos            = 0,5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub
sprpriority = 5

[State -1]
Type           = AfterImage
Trigger1 = animelemtime(10) = 4
Time           = 1
PalContrast    = 0 , 0 , 0

[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
ctrl = 1

;これがカンフーマンが蹴る板。カンフーマンのステートをあなたのキャラに使うなら、
;下にある二つの「Explod」のステートコントローラを消してお使いください。

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) >= 0
trigger1 = AnimElemtime(9) <= 2
trigger1 = time%6 = 1
value = 21,0

[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, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.8


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

[State -2]
Type     = Helper
triggerall = palno = 12
trigger1 = numhelper(8500) <= var(57)-1
Stateno  = 8500
ID       = 8500
pos = -60+random%120,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State -2]
Type     = Helper
triggerall = palno = 10
trigger1 = numhelper(8500) <= 1
Stateno  = 8500
ID       = 8500
pos = -40,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State -2]
Type     = Helper
triggerall = palno = 10
trigger1 = numhelper(8500) <= 1
Stateno  = 8500
ID       = 8500
pos = 40,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State 0, DestroySelf]
Type = ctrlset
Triggerall = ishelper(8500)
Trigger1 = roundstate <= 1
value =0

[State 0, DestroySelf]
Type = ctrlset
Triggerall = ishelper(8500)
Triggerall = roundstate = 2
Triggerall = root,stateno != 5900
Trigger1 = enemynear,ctrl
Trigger2 = enemynear,movetype = H
Trigger3 = enemynear,movetype = A
Trigger4 = time >= 300
value =1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = !ishelper(8500)

[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(8500)

[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(8500)

[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(8500)

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

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

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = !ishelper(8500)

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

[State 100, 4]
type           = Explod
Trigger1 = animelem = 5
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 12,0
scale = 0.42,0.09
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 2004, ]
Type = playsnd
Trigger1 = animelem = 10
value = S21,0
freqmul = 1.0+((random%1)*0.1)

[State 100, 4]
type           = Explod
Trigger1 = animelem = 10
anim           = 6000
sprpriority    = -1
postype        = p1 
pos = 12,0
scale = 0.42,0.09
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

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 0
sprpriority = 1
ctrl = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = !ishelper(8500)

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

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[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

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
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, 2]
type = VarSet
Trigger1 = var(59)>0
Trigger1 = EnemyNear,StateType != L || P2BodyDist X >= 300
Trigger1 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
Trigger2 = EnemyNear,StateType = L || P2BodyDist X >= 60
sysvar(1) = 1

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

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

[State 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

[Statedef 6500]
anim = 6500
SprPriority = 5

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 1
v = 11
value = 1

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 2
v = 11
value = 2

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 3
v = 11
value = 3

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 4
v = 11
value = 4

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 5
v = 11
value = 5

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 6
v = 11
value = 6

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 7
v = 11
value = 7

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 8
v = 11
value = 8

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 9
v = 11
value = 9

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 10
v = 11
value = 10

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 11
v = 11
value = 11

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 12
v = 11
value = 12

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 13
v = 11
value = 13

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 14
v = 11
value = 14

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 15
v = 11
value = 15

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 16
v = 11
value = 16

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 17
v = 11
value = 17

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 18
v = 11
value = 18

[State 2004, 変数増減]
Type = Varset
Trigger1 = animelem = 19
v = 11
value = 19

[State -2, AfterImage]
Type = changeanim
Trigger1 = root,var(12) != 1
value = 6500
elem = var(11)

[State 7224]
type = BindToRoot
trigger1 = 1
pos = 21,-65
ignorehitpause = 1

[State 2038, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 10+Time*25,256

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

[State -2, AfterImage]
Type = changestate
Trigger1 = root,stateno != [120,155]
Trigger2 = numhelper(6500) >= 2 
value = 6501

[Statedef 6501]
SprPriority = 5

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

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

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

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

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

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

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


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

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

[State -2]
Type     = Helper
TriggerAll = NumHelper(6500) = 0
Trigger1 = time = 0
Stateno  = 6500
ID       = 6500
Pos      = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
Size.XScale = 0.12
Size.YScale = 0.5
ownpal = 1 

[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 2004, ]
Type = playsnd
Trigger1 = time = 0
value = S130,0
freqmul = 0.85-((random%2)*0.1)

[State 2004, 変数増減]
Type = Varset
Trigger1 = time = 0
v = 12
value = 1

[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 6000
sprpriority    = 10
postype        = p1 
pos = 21,-65
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 2004, ]
Type = playsnd
Trigger1 = time = 0
value = S130,0
freqmul = 0.85-((random%2)*0.1)

[State 2004, 変数増減]
Type = Varset
Trigger1 = time = 0
v = 12
value = 1

[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 6000
sprpriority    = 10
postype        = p1 
pos = 21,-65
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 2004, ]
Type = playsnd
Trigger1 = time = 0
value = S130,0
freqmul = 0.85-((random%2)*0.1)

[State 2004, 変数増減]
Type = Varset
Trigger1 = time = 0
v = 12
value = 1

[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 6000
sprpriority    = 10
postype        = p1 
pos = 21,-65
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 a]
type = Explod
trigger1 = animelemtime(8) >= 0
trigger1 = 1
anim = 6100
sprpriority = 16
postype = p1
pos = -5 + (random%2),-94
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2+ ((random%40)*0.1),3- ((random%30)*0.1)
accel = 0,0.002
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 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 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 6202
sprpriority    = 6202
postype        = p1
pos            = 0,5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub
sprpriority = 5

[State -1]
Type           = AfterImage
Trigger1 = animelemtime(10) = 4
Time           = 1
PalContrast    = 0 , 0 , 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 100
Trans          = sub
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[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

;これがカンフーマンが蹴る板。カンフーマンのステートをあなたのキャラに使うなら、
;下にある二つの「Explod」のステートコントローラを消してお使いください。

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) >= 0
trigger1 = AnimElemtime(9) <= 2
trigger1 = time%6 = 1
value = 21,0

[State -2]
Type     = Helper
triggerall = palno = 10
trigger1 = AnimElemtime(5) = 0
Stateno  = 8500
ID       = 8500
pos = -40,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State -2]
Type     = Helper
triggerall = palno = 10
trigger1 = AnimElemtime(8) = 0
Stateno  = 8500
ID       = 8500
pos = 40,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[State -2]
Type     = Helper
triggerall = palno = 12
trigger1 = numhelper(8500) <= var(57)-1
trigger1 = AnimElemtime(2) >= 0
Stateno  = 8500
ID       = 8500
pos = -60+random%120,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1
helpertype = player

[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, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.8

;---------------------------------------------------------------------------
; ※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 = AnimElem = 2
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 15, 0
animtype = medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
getpower = 30,6
givepower = 5,0
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -30
hitsound = S5, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -3.5
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44

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

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

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 250
id = 250
helpertype = normal
pos = 80,0
postype = P1
keyctrl = 0
ownpal = 1

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



;---------------------------------------------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 210
sprpriority = 2

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 250
id = 250
helpertype = normal
pos = 160,0
postype = P1
keyctrl = 0
ownpal = 1

[State 215, 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

[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 = 5
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 = 15
movetime = 15

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
value = SCA, AA, AP
time = 18

[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 100, 4]
type           = Explod
trigger1 = animelem = 5
anim           = 6800
sprpriority    = 6800
postype        = p1
pos            = 20,-58 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5

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

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(6) = 0 
value = 500, 14
freqmul = 2

[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 = 14, 14
getpower = 150,70
givepower = 60,20
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S5, 4
guardsound = S120, 0
guard.sparkno = S8400
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -3,-4
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 0
p2stateno = 221
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120

[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 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

;---------------------------------------------------------------------------
;カンフースルー：成功（放り投げる）
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 100
sprpriority = 1

[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 = 2
value = 1, 1

[State 810, 音を鳴らす];放り投げ用
type = PlaySnd
trigger1 = AnimElem = 8
value = 40, 1

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElem = 1
pos = -28, -47

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElem = 2
pos = -28, -38

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElem = 3
pos = -29, -35

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElem = 4
pos = -27, -32

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElem = 5
pos = -7, -8

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElem = 5
pos = 12, -7

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElem = 6
pos = 20, -21

[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）


;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 810, 掴んだ相手のライフ増減]
type = null;TargetLifeAdd
trigger1 = AnimElem = 11
value = -78

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 6
value = 822

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 8
value = 823

[State 810, 振り返る]
type = null;Turn
trigger1 = AnimElem = 12

[State 810, 軸位置移動]
type = null;PosAdd
trigger1 = AnimElem = 15
x = -10

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 811
;ctrl = 1

[Statedef 811]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 811
sprpriority = 2
poweradd= 50

[State 1000]
type = Helper
trigger1 = animelemtime(9) <= 0
trigger1 = animelemtime(6) >= 0
trigger1 = time%8 = 1
stateno = 815
id = 815
helpertype = normal
pos = 10-random%30,-15-random%30
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
sprpriority = 10

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 18
Range = 0,1

[State 1001]
type = changeanim
trigger1 = time = 0
value = 6801+var(18)

[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 2244]
type = Projectile 
trigger1 = animelem = 1
attr = S, SP
damage = 30,0
animtype = light
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 = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 5         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 300          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 300         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -1000,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 20
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 4,-5
air.velocity = 4,-5
getpower = 80
guard.kill = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
fall = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 1.4,1.4

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

[State 100, 4]
type           = Explod
trigger1 = animelemtime(9) <= 0
trigger1 = gametime%2 = 1
anim           = 6803
id    = 6803
postype        = p1
pos            = 10-random%20,10-random%20 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
sprpriority = 5
trans = sub
under = 1
scale= 1,1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 6

[State 220, 音を鳴らす]
type = null;PlaySnd
trigger1 = animelem = 1
trigger2 = anim = 6802
value = 500, 15

[State 220, 音を鳴らす]
type = null;PlaySnd
trigger1 = animelem = 1
trigger1 = anim = 6801
value = 500, 15
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 4

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

;---------------------------------------------------------------------------
; こっちは制御を奪った相手の食らいステート。
; 相手の制御を解く場合、「ChangeState」のコントローラにしてしまうと
;「相手が制御を奪われた状態のままになるバグ」が発生してしまう。
; なので必ず『SelfState』で相手のステートに戻し、制御を解除しないといけない。
; そこさえ注意しておけば、自由に相手の食らいモーションを設定出来る。
;
; デバッグ表示中に相手の情報の一部の文字が黄色になったら、それが
; P2StateNoやTargetStateで制御を奪われた状態の証。
; 投げが成功したらCtrl+Dで相手側の情報を確認だ！m9っ｀Д´)
;---------------------------------------------------------------------------
;カンフースルー：相手側１（掴まれて放り投げられるまで）
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 20
value = 5050

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 821

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 20
value = 5050

[Statedef 822]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 822

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = time >= 20
value = 5050

[Statedef 823]
type    = A
movetype= H
physics = N
velset = -2,-9
sprpriority = 2

[State 820, 相手のアニメ変更]
type = veladd
trigger1 = 1
Y = 0.25

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

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

;---------------------------------------------------------------------------
; ※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 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1001
id = 1000
helpertype = normal
pos = 25,-75
postype = P1
keyctrl = 0
ownpal = 1

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

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

[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      = .60,.60,.60

[State 900]
Type = Helper
trigger1       = time = 1
Stateno = 1007
ID = 1007
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

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

[State -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 = root,stateno != [1010,1016]
trigger1 = animelem = 6
attr = S, SP
damage = 110,15
animtype = light
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 = 30,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 20
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1

[State 2244]
type = Projectile 
trigger1 = root,stateno = [1010,1016]
trigger1 = animelem = 6
attr = S, SP
damage = 80,5
animtype = light
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 = 30,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 3
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-4
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1

[State 100, 4]
type           = Explod
trigger1 = root,stateno != [1010,1016]
trigger1 = animelem = 6
anim           = 1002
sprpriority    = 1002
postype        = p1
pos            = 0,0 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5

[State 100, 4]
type           = Explod
trigger1 = root,stateno = [1010,1016]
trigger1 = animelem = 6
anim           = 1002
sprpriority    = 1002
postype        = p1
pos            = 0,0 
bindtime       = -1
scale = 1,0.5
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15
freqmul = 0.9

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 400, 19

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

[Statedef 1005]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1000
sprpriority = 2
poweradd= 80

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1006
id = 1000
helpertype = normal
pos = 25,-25
postype = P1
keyctrl = 0
ownpal = 1

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

[Statedef 1006]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1001
sprpriority = 10

[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      = .60,.60,.60

[State 900]
Type = Helper
trigger1       = time = 1
Stateno = 1007
ID = 1007
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

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

[State -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 = 6
attr = S, SP
damage = 110,15
animtype = light
hitflag = MAF
guardflag = LA
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 = 30,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 20
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1

[State 100, 4]
type           = Explod
trigger1 = animelem = 6
anim           = 1002
sprpriority    = 1002
postype        = p1
pos            = 0,0 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15
freqmul = 0.9

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 400, 19

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

[Statedef 1007]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 7500
ctrl = 0
sprpriority = -15
velset = 0,0

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

[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 1007
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = parent,animelemtime(10) >= 0
trigger2 = time >= 50


[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1010
sprpriority = 2
poweradd= 60

[State 6100, fadeout]
type = varset
trigger1 = 1
V = 5
value = 0

[State 100, 4]
type           = Explod
trigger1 = animelem = 4
anim           = 6602
sprpriority    = 6602
postype        = p1
pos            = -10,-12 
bindtime       = -1
scale = 0.8,1.2
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 3
PauseMoveTime = 99999

[State 1000]
type = Helper
trigger1 = animelem = 6
stateno = 1011
id = 1000
helpertype = normal
pos = 25,-13
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1012
id = 1000
helpertype = normal
pos = 50,-45
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 8
stateno = 1001
id = 1000
helpertype = normal
pos = 70,-73
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 9
stateno = 1014
id = 1000
helpertype = normal
pos = 55,-103
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 10
stateno = 1013
id = 1000
helpertype = normal
pos = 35,-133
postype = P1
keyctrl = 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 1011]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1001
sprpriority = 10

[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      = .60,.60,.60

[State 900]
Type = Helper
trigger1       = time = 1
Stateno = 1007
ID = 1007
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = -20

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

[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 2244]
type = Projectile 
trigger1 = root,var(5) = 0
trigger1 = animelem = 6
attr = S, SP
damage = 62,5
animtype = light
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 = 20,10             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1011          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 3
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-4
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recovertime = 17

[State 2244]
type = Projectile 
trigger1 = root,var(5) = 1
trigger1 = animelem = 6
attr = S, SP
damage = 52,4
animtype = hard
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 = 20,10             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1011          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 15
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-4
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recover = 0

[State 900]
Type = Helper
trigger1       = animelem = 6
Stateno = 1015
ID = 1015
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 1
Size.YScale = 0.5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15
freqmul = 0.9

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 400, 19

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

[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1001
sprpriority = 10

[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      = .60,.60,.60

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = -10

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

[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 2244]
type = Projectile 
trigger1 = root,var(5) = 0
trigger1 = animelem = 6
attr = S, SP
damage = 62,5
animtype = light
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 = 25,5             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1011          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 3
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-6
air.velocity = -8,-6
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recovertime = 17

[State 2244]
type = Projectile 
trigger1 = root,var(5) = 1
trigger1 = animelem = 6
attr = S, SP
damage = 52,4
animtype = hard
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 = 25,5             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1011          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 15
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-2
air.velocity = -8,-2
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recover = 0

[State 900]
Type = Helper
trigger1       = animelem = 6
Stateno = 1015
ID = 1015
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 1
Size.YScale = 0.5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15


[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 400, 19

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

[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1001
sprpriority = 10

[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      = .60,.60,.60

[State 900]
Type = Helper
trigger1       = time = 1
Stateno = 1007
ID = 1007
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 20

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

[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 2244]
type = Projectile 
trigger1 = root,var(5) = 0
trigger1 = animelem = 6
attr = S, SP
damage = 62,5
animtype = light
hitflag = MAF
guardflag = MA
projhitanim = 1003          ;飛び道具がヒットした時のアニメ
offset = 0,-25               ;飛び道具の出現位置
velocity = 20,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 20
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,4
air.velocity = -8,4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recovertime = 17

[State 2244]
type = Projectile 
trigger1 = root,var(5) = 1
trigger1 = animelem = 6
attr = S, SP
damage = 52,4
animtype = hard
hitflag = MAF
guardflag = MA
projhitanim = 1003          ;飛び道具がヒットした時のアニメ
offset = 0,-25               ;飛び道具の出現位置
velocity = 20,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1011          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 15
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-4
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recover = 0

[State 900]
Type = Helper
trigger1       = animelem = 6
Stateno = 1015
ID = 1015
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 1
Size.YScale = 0.5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15
freqmul = 0.9

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 400, 19

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

[Statedef 1014]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1001
sprpriority = 10

[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      = .60,.60,.60

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 10

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

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

[State 2244]
type = Projectile 
trigger1 = root,var(5) = 0
trigger1 = animelem = 6
attr = S, SP
damage = 62,5
animtype = light
hitflag = MAF
guardflag = MA
projhitanim = 1003          ;飛び道具がヒットした時のアニメ
offset = 0,-25               ;飛び道具の出現位置
velocity = 25,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 3
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-4
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recovertime = 17

[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 = root,var(5) = 1
trigger1 = animelem = 6
attr = S, SP
damage = 52,4
animtype = hard
hitflag = MAF
guardflag = MA
projhitanim = 1003          ;飛び道具がヒットした時のアニメ
offset = 0,-25               ;飛び道具の出現位置
velocity = 25,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1011          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 0              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 15
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -9,-4
air.velocity = -8,-4
getpower = 70,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recover = 0


[State 900]
Type = Helper
trigger1       = animelem = 6
Stateno = 1015
ID = 1015
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 1
Size.YScale = 0.5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 15


[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 400, 19

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

[Statedef 1015]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 1002
sprpriority = 10

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

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

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

[State 6670, AngleDraw]
Type = AngleAdd
Triggerall = time = 0
Trigger1 = parent,stateno = 1011
Value = -20

[State 6670, AngleDraw]
Type = AngleAdd
Triggerall = time = 0
Trigger1 = parent,stateno = 1012
Value = -10

[State 6670, AngleDraw]
Type = AngleAdd
Triggerall = time = 0
Trigger1 = parent,stateno = 1013
Value = 20

[State 6670, AngleDraw]
Type = AngleAdd
Triggerall = time = 0
Trigger1 = parent,stateno = 1014
Value = 10

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

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


[Statedef 1016]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1010
sprpriority = 2
poweradd= 60

[State 6100, fadeout]
type = varset
trigger1 = 1
V = 5
value = 1

[State 100, 4]
type           = Explod
trigger1 = animelem = 4
anim           = 6602
sprpriority    = 6602
postype        = p1
pos            = -10,-12 
bindtime       = -1
scale = 0.8,1.2
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 3
PauseMoveTime = 99999

[State 1000]
type = Helper
trigger1 = animelem = 6
stateno = 1013
id = 1000
helpertype = normal
pos = 35,-13
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 7
stateno = 1014
id = 1000
helpertype = normal
pos = 55,-45
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 8
stateno = 1001
id = 1000
helpertype = normal
pos = 70,-73
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 9
stateno = 1012
id = 1000
helpertype = normal
pos = 55,-103
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 1000]
type = Helper
trigger1 = animelem = 10
stateno = 1011
id = 1000
helpertype = normal
pos = 35,-133
postype = P1
keyctrl = 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 1020]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1020
sprpriority = 2
poweradd= 90

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 400, 20
freqmul = 1.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 50
Trans          = Add
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 140 , 0 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 50
Trans          = Add
Length         = 23
TimeGap        = 1
FrameGap       = 1
PalBright      = 100 , 100 , 100
PalContrast    = 175 , 5 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 50
Trans          = Add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 170 , 170 , 170
PalContrast    = 190 , 30 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1024
id = 1024
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1025
id = 1025
helpertype = normal
pos = 60,0
postype = P1
keyctrl = 0
ownpal = 0

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 50
value = 1021

[Statedef 1021]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1021
sprpriority = 2

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 0

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 20
value = 1022

[Statedef 1022]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1022
sprpriority = 2

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 0

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

[Statedef 1023]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1020
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 400, 20
freqmul = 1.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 50
Trans          = Add
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 50 , 50 , 50
PalContrast    = 140 , 0 , 170
PalAdd         = 0 , 0 , 0
PalMul         = .4 , .4 , .4

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 50
Trans          = Add
Length         = 23
TimeGap        = 1
FrameGap       = 1
PalBright      = 100 , 100 , 100
PalContrast    = 175 , 5 , 205
PalAdd         = 0 , 0 , 0
PalMul      = .50,.50,.50

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 50
Trans          = Add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 170 , 170 , 170
PalContrast    = 190 , 30 , 255
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1024
id = 1024
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1026
id = 1025
helpertype = normal
pos = -60,0
postype = P2
keyctrl = 0
ownpal = 0

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 50
value = 1021

[StateDef 1024]
Physics = N
sprpriority = 5

[State -2,Explod]
type = varadd
trigger1 = time = 0
V = 22
value = 100

[State -2,Explod]
type = varadd
trigger1 = root,animelemtime(5) >= 0
V = 22
value = 3

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

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-25*time),25*time

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

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = null;AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State -1]
Type     = Turn
Trigger1 = Facing != Root,Facing

[State -1]
Type     = DestroySelf
Trigger1 = root,movetype = H
Trigger2 = root,stateno != [1020,1023]

[Statedef 1025]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 21, 0
freqmul = 1

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
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 2244]
type = Projectile 
trigger1 = animelem = 5
attr = S, SP
damage = 25,2
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, 2
guard.pausetime = 0, 25
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -1,-7
air.velocity = -6,-7
getpower = 120,30
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recovertime = 20

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1025
id = 1025
helpertype = normal
pos = 30,0
postype = P1
keyctrl = 0
ownpal = 0

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
anim           = 6000
sprpriority    = 6000
postype        = p1
pos            = 0,0 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5
scale = 0.2,0.02

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = animtime = 0
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = root,stateno = 1021

[Statedef 1026]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 21, 0
freqmul = 1

[State 220, 音を鳴らす]
type = Posset
trigger1 = 1
Y = 0

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = invisible
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 2244]
type = Projectile 
trigger1 = animelem = 5
attr = S, SP
damage = 25,2
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, 2
guard.pausetime = 0, 25
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -1,-7
air.velocity = -6,-7
getpower = 120,30
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recovertime = 20
facing = 1

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 1026
id = 1026
helpertype = normal
pos = 30,0
postype = P1
keyctrl = 0
ownpal = 0

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
anim           = 6000
sprpriority    = 6000
postype        = p1
pos            = 0,0 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5
scale = 0.2,0.02

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = animtime = 0
Trigger2 = !(ScreenPos X = [-100,420])
Trigger3 = root,stateno = 1021

[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1030
sprpriority = 2
poweradd= 90

[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 100, 4]
type           = Explod
trigger1 = moveguarded
anim           = 8400
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -70+random%41 
bindtime       = 1
ownpal         = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 6

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 400, 22

[state 6500,1]
type = EnvShake
trigger1 = animelem = 6
time = 10
ampl = -18
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1 = animelem = 6
anim           = 1031
sprpriority    = 9999
ontop = 1
postype        = p1
pos            = 0,-500
scale          = 1.5,0.5 
vel = 0,60
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = null;Explod
trigger1 = animelemtime(6) = 0
anim           = 1035
id    = 1035
postype        = p1
pos            = 0,0 
bindtime       = -1
ownpal         = 1
ignorehitpause = 0
removeongethit = 1
sprpriority = 0
trans = add
under = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 135, 0
animtype = Hard
guardflag = HA
hitflag = MAFLD
priority = 7, Hit
pausetime = 20, 20
getpower = 110,30
givepower = 30,10
sparkno = -1
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,44
guard.velocity = -3.9
airguard.velocity = -3.9,6
air.type = High
air.velocity = -5,44
air.hittime = 21
fall = 1
fall.recover = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
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 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1090]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1090
sprpriority = 2
poweradd= 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 100, 4]
type           = Explod
trigger1 = moveguarded
anim           = 8400
sprpriority    = 5
postype        = p2
pos            = -5+random%10, -70+random%41 
bindtime       = 1
ownpal         = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 6

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 400, 22

[state 6500,1]
type = EnvShake
trigger1 = animelem = 6
time = 10
ampl = -18
freq = 95
phase = 95

[State 100, 4]
type           = Explod
trigger1 = animelem = 6
anim           = 1031
sprpriority    = 9999
ontop = 1
postype        = p1
pos            = 0,-500
scale          = 1.5,0.5 
vel = 0,60
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add



[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 55, 0
animtype = Hard
guardflag = HA
hitflag = MAFLD
priority = 7, Hit
pausetime = 20, 20
getpower = 0,0
givepower = 30,10
sparkno = -1
sparkxy = -15, -70+random%41
hitsound = S5, 3
guardsound = S120, 0
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,44
guard.velocity = -3.9
airguard.velocity = -3.9,6
air.type = High
air.velocity = -5,44
air.hittime = 21
fall = 1
fall.recover = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 5, 5
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 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1030
sprpriority = 2
poweradd= 90

[State 5201,4]
type = NotHitBy
trigger1 = animelemtime(4) <= 0
value = SCA
time = 2

[State 100, 4]
type           = Explod
trigger1 = animelem = 6
anim           = 6800
sprpriority    = 6800
postype        = p1
pos            = 20,-58 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5

[State 1000]
type = Helper
;trigger1 = animelemtime(9) <= 0
trigger1 = animelemtime(6) = 0
;trigger1 = time%3 = 1
stateno = 1045
id = 1045
helpertype = normal
pos = 60,-50
postype = P1
keyctrl = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 14

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(9) <= 0
trigger1 = animelemtime(6) >= 0
trigger1 = time%5 = 1
value = 500, 2

[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
juggle  = 0
ctrl = 0
anim = 1030
sprpriority = 2
poweradd= 90

[State 5201,4]
type = NotHitBy
trigger1 = animelemtime(4) <= 0
value = SCA
time = 2

[State 100, 4]
type           = Explod
trigger1 = animelem = 6
anim           = 6800
sprpriority    = 6800
postype        = p1
pos            = 20,-58 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5

[State 1000]
type = Helper
;trigger1 = animelemtime(9) <= 0
trigger1 = animelemtime(6) = 0
;trigger1 = time%3 = 1
stateno = 1046
id = 1046
helpertype = normal
pos = 60,-50
postype = P1
keyctrl = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 14

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 500, 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(9) <= 0
trigger1 = animelemtime(6) >= 0
trigger1 = time%5 = 1
value = 500, 2

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

[Statedef 1045]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
sprpriority = 10

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 18
Range = 0,1

[State 1001]
type = changeanim
trigger1 = time = 0
value = 6801+var(18)

[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 2244]
type = Projectile 
trigger1 = animelem = 1
attr = S, SP
damage = 25,2
animtype = light
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 = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 5         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 300          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 300         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -1000,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 5
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-3
air.velocity = -3,-3
getpower = 60,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.5,0.5

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

[State 1000]
type = Helper
;trigger1 = animelemtime(9) <= 0
trigger1 = animelemtime(4) = 0
;trigger1 = time%3 = 1
stateno = 1045
id = 1045
helpertype = normal
pos = 10+random%30,-15+random%40
postype = P1
keyctrl = 0
ownpal = 0

[State 100, 4]
type           = Explod
trigger1 = animelemtime(9) <= 0
trigger1 = gametime%2 = 1
anim           = 6803
id    = 6803
postype        = p1
pos            = 10-random%20,10-random%25 
bindtime       = -1
scale = 0.3,0.3
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
sprpriority = 9
trans = sub
under = 0

[State 1001, ステート変更]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = root,movetype = H
Trigger3 = !(ScreenPos X = [-100,420])

[Statedef 1046]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
sprpriority = 10

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 18
Range = 0,1

[State 1001]
type = changeanim
trigger1 = time = 0
value = 6801+var(18)

[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 2244]
type = Projectile 
trigger1 = animelem = 1
attr = S, SP
damage = 25,2
animtype = light
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 = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 5         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 300          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 300         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -1000,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 5
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-3
air.velocity = -3,-3
getpower = 60,10
guard.kill = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.5,0.5

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

[State 1000]
type = Helper
;trigger1 = animelemtime(9) <= 0
trigger1 = animelemtime(4) = 0
;trigger1 = time%3 = 1
stateno = 1046
id = 1046
helpertype = normal
pos = 10+random%30,10-random%50
postype = P1
keyctrl = 0
ownpal = 0

[State 100, 4]
type           = Explod
trigger1 = animelemtime(9) <= 0
trigger1 = gametime%2 = 1
anim           = 6803
id    = 6803
postype        = p1
pos            = 10-random%20,10-random%20 
bindtime       = -1
scale = 0.3,0.3
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
sprpriority = 5
trans = sub
under = 0

[State 1001, ステート変更]
type = Destroyself
trigger1 = AnimTime = 0
trigger2 = root,movetype = H
Trigger3 = !(ScreenPos X = [-100,420])

[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1050
sprpriority = 2
poweradd= 90

[State 1000]
type = Helper
trigger1 = animelemtime(5) = 0
stateno = 1051
id = 1051
helpertype = normal
pos = 20,0
postype = P1
keyctrl = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 400, 16

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

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

[Statedef 1051]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 20
velset   = 0,0
anim     = 1051
ctrl     = 0

[State 100, 4]
type           = Explod
trigger1 = time%4 = 1
anim           = 6000
sprpriority    = 6000
postype        = p1
pos            = 0,0 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
under = 1
trans = add
sprpriority = -10
scale = 0.4,0.1

[State 1000, ]
type = velset
trigger1 = time = 0
x = 20

[State 1000, ]
type = velset
trigger1 = time >= 5
x = 0

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1000, ]
type = Explod
trigger1 = p2stateno = 1055
anim = 1052
id = 1050
pos = 0,-5
postype = p2
facing = 1
bindtime = 1
sprpriority = 9
trans = add
removetime = -1
persistent = 0

[State 1000, ]
type = removeExplod
trigger1 = p2stateno != 1055
id = 1050

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
getpower = 50,10
damage = 10, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,14
sparkno = s8600
guard.sparkno = s8400
sparkxy = -15,-35 + (floor(p2bodydist Y))
hitsound = s820,2
guardsound = s120,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
p2stateno = 1055
p2facing = 1
kill = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time >= 250
trigger1 = p2stateno != 1055
trigger2 = moveguarded


[Statedef 1052]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1050
sprpriority = 2
poweradd= 90

[State 1000]
type = Helper
trigger1 = animelemtime(5) = 0
stateno = 1053
id = 1051
helpertype = normal
pos = 20,0
postype = P1
keyctrl = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 400, 16

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

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

[Statedef 1053]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 20
velset   = 0,0
anim     = 1051
ctrl     = 0

[State 100, 4]
type           = Explod
trigger1 = time%4 = 1
anim           = 6000
sprpriority    = 6000
postype        = p1
pos            = 0,0 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
under = 1
trans = add
sprpriority = -10
scale = 0.4,0.1

[State 1000, ]
type = velset
trigger1 = time = 0
x = 30

[State 1000, ]
type = velset
trigger1 = time >= 9
x = 0

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1000, ]
type = Explod
trigger1 = p2stateno = 1055
anim = 1052
id = 1050
pos = 0,-5
postype = p2
facing = 1
bindtime = 1
sprpriority = 9
trans = add
removetime = -1
persistent = 0

[State 1000, ]
type = removeExplod
trigger1 = p2stateno != 1055
id = 1050

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = p2stateno = 1055
value = 1400, 0
persistent = 0
loop = 1
channel = 1

[State 220, 音を鳴らす]
type = stopSnd
trigger1 = p2stateno != 1055
channel = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
getpower = 50,10
damage = 10, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,14
sparkno = s8600
guard.sparkno = s8400
sparkxy = -15,-35 + (floor(p2bodydist Y))
hitsound = s820,2
guardsound = s120,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
p2stateno = 1055
p2facing = 1
kill = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time >= 250
trigger1 = p2stateno != 1055
trigger2 = moveguarded

[Statedef 1055]
movetype= H
velset = 0,0
ctrl = 0

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1055

[State 1830]
type = SelfState
trigger1 = time >= 200
value = 5050

[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 a]
type = posset
trigger1 = time >= 21
trigger1 = var(7) = 0
x = -160

[state a]
type = posset
trigger1 = time >= 21
trigger1 = var(7) = 1
x = -50

[state a]
type = posset
trigger1 = time >= 21
trigger1 = var(7) = 2
x = 50

[state a]
type = posset
trigger1 = time >= 21
trigger1 = var(7) = 3
x = 160

[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 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.8

[State 1000]
type = Helper
trigger1 = animelem = 8
stateno = 1085
id = 1085
helpertype = normal
pos =0,5
postype = P1
keyctrl = 0
ownpal = 0

[state a]
type = changestate
trigger1 = time >= 22
value = 1081

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

[State 10050]
Type = AssertSpecial
Trigger1 = animelemtime(13) <= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type           = AfterImage
Trigger1 = animelemtime(13) = 0
Time           = 1
PalContrast    = 0 , 0 , 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 20
Trans          = sub
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1000]
type = null;Helper
trigger1 = animelem = 1
stateno = 1086
id = 1086
helpertype = normal
pos =0,5
postype = P1
keyctrl = 0
ownpal = 0

[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, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.8

[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]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 6200
sprpriority = 4

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 25
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 100, 4]
type           = Explod
trigger1 = time = 2
anim           = 6202
sprpriority    = 6202
postype        = p1
pos            = 0,0 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub
sprpriority = 5

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

[Statedef 1086]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 6201
sprpriority = 10

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

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 25
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 100, 4]
type           = Explod
trigger1 = time%3 = 1
anim           = 6000
sprpriority    = 6000
postype        = p1
pos            = 0,-5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5
scale = 0.5,0.12

[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

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

;===========================================================================
; 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´)
;---------------------------------------------------------------------------
;三烈カンフー突き手
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = 0,-58
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-58
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-58
sprpriority = 5
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
poweradd = -3000
unhittable = 1

[State 1020]
type = poweradd 
triggerall = time = 0
trigger1 = prevstateno = [5000,5150]
trigger2 = prevstateno = [120,159]
value= -2000

[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, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = Helper
trigger1 = time >= 43
;trigger1 = gametime%2 = 1
stateno = 3005
id = 3005
helpertype = normal
pos = 300-random%600,5
postype = P1
keyctrl = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 43
trigger1 = gametime%3 = 1
value = 500, 15

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 43
trigger1 = gametime%3 = 1
value = 500, 15
freqmul = 0.9

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-6*time),6*time

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 190
value = 3002

[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1000]
type = Helper
trigger1 = time >= 13
;trigger1 = gametime%2 = 1
stateno = 3005
id = 3005
helpertype = normal
pos = 300-random%600,5
postype = P1
keyctrl = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 13
trigger1 = gametime%3 = 1
value = 500, 15

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 13
trigger1 = gametime%3 = 1
value = 500, 15
freqmul = 0.9

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

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 150
value = 3002

[Statedef 3002]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 22

[State 3000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3005]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10

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

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.3,1.3

[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 = 5
attr = S, SP
damage = 22,3
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, 2
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -20+random%40,-1-random%4
air.velocity = -20+random%40,-1-random%4
getpower = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
fall = 1
fall.recover = 0

[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 3010]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 3010
ctrl = 0
sprpriority = 2

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = 0,-58
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-58
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-58
sprpriority = 5
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
poweradd = -3000
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, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = Helper
Triggerall = NumHelper(30111) = 0
Trigger1 = roundstate = 2
Trigger1 = animelem = 8
stateno = 3011
id = 30111
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
persistent = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[StateDef 3011]
Physics = N

[State 3000]
type = Explod
trigger1 = time >= 20
trigger1 = time%20 = 1
anim = 6301
postype = left
pos = 250-random%500,0
scale = 0.55,0.55
sprpriority = -999
bindtime = -1
ownpal = 1
trans = add
PauseMoveTime = 1

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6300
postype = left
pos = 0,0
scale = 0.5,0.7
sprpriority = 0
bindtime = -1
ontop = 1
ownpal = 1
trans = add
PauseMoveTime = 1

[State 2000]
type =bgPalFx
trigger1 = time = 0
add = 0,0,0
sinadd = -256,-256,-256,120
time = 30

[State 2000]
type =bgPalFx
trigger1 = time = 30
trigger2 = time >= 30
trigger2 = time%160 = 1
add = -256,-256,-256
sinadd = 46,16,76,200
time = 200

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

[State -1]
Type     = ChangeAnim
Trigger1 = 1
Value    = Root,Anim
Elem     = Root,AnimElemNo(0)

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible
Flag2     = nomusic

[State -1]
Type     = BindToRoot
Trigger1 = 1

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 17

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 21

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 18
channel = 1
loop = 1

[State -1]
Type     = changestate
Trigger1 = time >= 550
Trigger2 = root,movetype = H
value = 3012

[StateDef 3012]
Physics = N

[State 3050, 音を鳴らす]
type = stopSnd
trigger1 = time = 0
channel = 1

[State 2000]
type =bgPalFx
trigger1 = time = 0
add = 0,0,0
time = 0

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,80
time = 20

[State -1]
Type     = AssertSpecial
Trigger1 = 1
Flag     = Invisible

[State -1]
Type     = destroyself
Trigger1 = time >= 3

[Statedef 3020]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 3020

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = -28,-70
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = -28,-70
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 = 1
poweradd = -1000
unhittable = 1

[State a]
type = Explod
trigger1 = animelemtime(5) <= 0
trigger1 = animelemtime(2) >= 0
trigger1 = (GameTime%2) = 0
anim = 6100
sprpriority = 16
postype = p1
pos = -29 + (random%2),-70
scale = 0.3,0.3 
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 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 3026
id = 3026
helpertype = normal
pos = 20,-54
postype = P1
keyctrl = 0
ownpal = 0
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 1000]
type = Helper
trigger1 = animelemtime(6) >= 0
trigger1 = gametime%6 = 1
stateno = 3025
id = 3025
helpertype = normal
pos = 15,-54-random%5
postype = P1
keyctrl = 0
ownpal = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 140
value = 3021

[Statedef 3021]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 3021
ctrl = 0
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 22

[State 3000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3025]
type = A
movetype = A
physics = N
anim = 3025
ctrl = 0
sprpriority = 10

[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 345, PlaySnd]
Type = PlaySnd
Trigger1 = time = 0
Value = S500, 15
freqmul = 0.7+((random%4)*0.1)

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

[State 210, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 20, 3
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0, 5
getpower = 0,0
givepower = 5,0
sparkno = -1
guard.sparkno = S8400
sparkxy = -15, -30
hitsound = S5, 3
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -3.5
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -5,-2
fall.recovertime = 20
air.hittime = 17
fall = 1
fall.recover = 0
yaccel = .24

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = movehit
value = 255,255,255
time = 1
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 10050]
Type = trans
Trigger1 = 1
trans = add

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist Y < 50
trigger1 = Vel Y >= -4
y = -0.4

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y <= 4
y = 0.4

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist X >= 0
trigger1 = Time >= 10
x = 0.4

[State 346, VelAdd]
type = null;VelAdd
trigger1 = P2BodyDist X <= 0
trigger1 = Time >= 10
x = -0.4

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3-random%5
y = -8+random%16

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 346, Explod]
type = Explod
trigger1 =  1
anim = 3026
postype = p1
facing = 1
scale = 0.5,0.5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1
trans = add

[State 346, DestroySelf]
type = destroyself
trigger1 = time > 80
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 3026]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 3027
sprpriority = 10

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 16

[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      = .60,.60,.60

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 3028
ID = 3028
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

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

[State 3000, ステート変更]
type = ChangeState
trigger1 = root,stateno != 3020
value = 3027

[Statedef 3027]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 3028
sprpriority = 10

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 400, 19

[State 346, DestroySelf]
type = destroyself
trigger1 = animtime = 0

[Statedef 3028]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 7500
ctrl = 0
sprpriority = -15
velset = 0,0

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

[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 3028
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = parent,stateno != 3026
trigger2 = time >= 200

[Statedef 3030]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 3030

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-60
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-60
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 = 1
poweradd = -1000
unhittable = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 3035
id = 3035
helpertype = normal
pos = 15,-30
postype = left
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(6) = 0
stateno = 3036
id = 3036
helpertype = normal
pos = 15,-30
postype = right
keyctrl = 0
ownpal = 1

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 80
value = 1022

[Statedef 3035]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 3027
sprpriority = 10

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

[state 1000, Posset]
type = posset
trigger1 = 1
x = -160

[State 1000]
type = Helper
trigger1 = time%9 = 1
trigger1 = time >= 30
stateno = 3037
id = 3037
helpertype = normal
pos = 0,-30+random%60
postype = P1
keyctrl = 0
ownpal = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 16

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 200
value = 3027

[Statedef 3036]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 3027
sprpriority = 10

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

[State 1000]
type = Helper
trigger1 = time%12 = 1
trigger1 = time >= 30
stateno = 3037
id = 3037
helpertype = normal
pos = 0,-30+random%60
postype = P1
keyctrl = 0
ownpal = 0

[state 1000, Posset]
type = posset
trigger1 = 1
x = 160

[State 220, 音を鳴らす]
type = turn
trigger1 = time = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 16

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 200
value = 3027

[Statedef 3037]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 9999
sprpriority = 10

[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 2244]
type = Projectile 
trigger1 = time = 0
attr = S, SP
damage = 4,1
animtype = hard
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 = 30,0             ;飛び道具の移動初速度              ;飛び道具の加速度
projID = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = -1         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 40          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 40         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -10,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 3
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -9
air.velocity = -8,-4
getpower = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall = 0
air.fall = 1

[State 100, 4]
type           = Explod
trigger1 = time = 0
anim           = 1002
sprpriority    = 1002
postype        = p1
pos            = 0,0 
bindtime       = -1
scale = 1,0.5
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
sprpriority = 5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 15

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 15
freqmul = 0.9

[State 1001, ステート変更]
type = Destroyself
trigger1 = Time >= 5



[Statedef 3040]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 3040

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-60
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-60
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 = 1
poweradd = -1000
unhittable = 1

[State 1000]
type = Helper
trigger1 = animelemtime(5) = 0
stateno = 3045
id = 3045
helpertype = normal
pos = 35,0
postype = p1
keyctrl = 0
ownpal = 1


[State 3000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 3045]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10

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

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

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

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.3,1.3

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

[State 1000]
type = Helper
trigger1 = animelemtime(3) = 0
stateno = 3045
id = 3045
helpertype = normal
pos = 35,0
postype = p1
keyctrl = 0
ownpal = 1

[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 = 41,3
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, 0
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -18,-4
air.velocity = -18,-4
getpower = 0
envshake.time = 15
envshake.ampl = 15
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
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 3050]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 3050

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-60
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-60
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 = 1
poweradd = -1000
unhittable = 1

[State a]
type = Explod
trigger1 = animelemtime(7) >= 0
anim = 6100
sprpriority = 16
postype = p1
pos = 5 + (random%2),-54
scale = 0.3,0.3 
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 1100, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElemtime(6) >= 0
Physics = A

[State 1051]
type = VelAdd
trigger1 = animelemtime(6) = 0
x = -6
y = -13

[State 1051]
type = VelAdd
trigger1 = animelemtime(7) >= 0
y = .22

[State 1000]
type = Helper
trigger1 = animelemtime(7) >= 0
trigger1 =  time%4 = 1
stateno = 3055
id = 3055
helpertype = normal
pos = 6,-54
postype = p1
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 345, PlaySnd]
Type = PlaySnd
trigger1 = animelemtime(7) >= 0
trigger1 =  time%4 = 1
Value = S500, 15
freqmul = 0.8+((random%4)*0.1)

[Statedef 3055]
type = A
movetype = A
physics = N
anim = 3025
ctrl = 0
sprpriority = 10

[State 345, PlaySnd]
Type = PlaySnd
Trigger1 = time%10+random%4 = 1
Value = S500, 9
freqmul = 0.8+((random%4)*0.1)

[State 10050]
Type = trans
Trigger1 = 1
trans = add

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist Y < 40
trigger1 = Vel Y >= -4
y = -0.6

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 40
trigger1 = Vel Y <= 4
y = 0.6

[State 346, VelSet]
type = VelSet
trigger1 = 1
x = 2+random%2

[State 346, VelSet]
type = VelSet
trigger1 = time = 0
Y = 2+random%2

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 346, Explod]
type = Explod
trigger1 =  time%2 = 1
anim = 3026
postype = p1
facing = 1
scale = 0.5,0.5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1
trans = add

[State 346, DestroySelf]
type = changestate
trigger1 = time > 200
Trigger2 = p2bodydist x = [-35,35]
Trigger2 = p2bodydist Y = [-35,35]
Trigger2 = p2statetype != L
value = 3056


[Statedef 3056]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
sprpriority = 10
velset = 0,0

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 18
Range = 0,1

[State 1001]
type = changeanim
trigger1 = time = 0
value = 6801+var(18)

[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 2244]
type = Projectile 
trigger1 = animelem = 1
attr = S, SP
damage = 32,4
animtype = light
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 = 1003              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 5         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 300          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 300         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -1000,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 20
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4,-5
air.velocity = -4,-5
getpower = 50
guard.kill = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
fall = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 1.4,1.4

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

[State 100, 4]
type           = Explod
trigger1 = animelemtime(9) <= 0
trigger1 = gametime%2 = 1
anim           = 6803
id    = 6803
postype        = p1
pos            = 10-random%20,10-random%20 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
sprpriority = 5
trans = sub
under = 1
scale= 0.5,0.5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 6

[State 220, 音を鳴らす]
type = null;PlaySnd
trigger1 = animelem = 1
trigger2 = anim = 6802
value = 500, 15

[State 220, 音を鳴らす]
type = null;PlaySnd
trigger1 = animelem = 1
trigger1 = anim = 6801
value = 500, 15
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 4

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

[Statedef 3060]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1020
sprpriority = 2

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = 0,-58
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-58
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-58
sprpriority = 5
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
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, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = Helper
trigger1 = animelem = 5
stateno = 3065
id = 3065
helpertype = normal
pos = -60,-80
postype = P1
keyctrl = 0
ownpal = 1
Size.XScale = 0.8
Size.YScale = 0.8

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 80
value = 1022

[Statedef 3061]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 5030

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

[State 1025, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1 ;ヒット硬直が解けたら
value = 3062

[Statedef 3062]
type    = A
movetype= H
physics = N
velset = -4,-15

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

[State 1032, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

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

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

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

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

[Statedef 3065]
type = A
movetype = I
physics = N
anim = 7000
ctrl = 0
sprpriority = 10

[State 345, PlaySnd]
Type = PlaySnd
Trigger1 = time = 1
Value = S400, 21

[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) < 255
V = 10
Value = 12

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(10) > 255
V = 10
Value = 255

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

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA,HA,NP,SP,HP
stateno = 3068

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 30
value = 3066

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[Statedef 3066]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10

[State 345, PlaySnd]
Type = null;PlaySnd
Trigger1 = time%20 = 1
Value = S500, 9
freqmul = 0.6+((random%4)*0.1)

[State 10050]
Type = trans
Trigger1 = 1
trans = add

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 346, VelAdd]
type = VelAdd
trigger1 = roundstate = 2
trigger1 = P2BodyDist Y < 80
trigger1 = Vel Y >= -1
y = -0.03

[State 346, VelAdd]
type = VelAdd
trigger1 = roundstate = 2
trigger1 = P2BodyDist Y > 80
trigger1 = Vel Y <= 1
y = 0.03

[State 346, VelAdd]
type = VelAdd
trigger1 = roundstate = 2
trigger1 = P2BodyDist X >= 20
trigger1 = Time >= 10
trigger1 = vel X <= 1
x = 0.05

[State 346, VelSet]
type = null;VelSet
trigger1 = Time = 0
x = -3-random%5
y = -8+random%16

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 346, Explod]
type = Explod
trigger1 =  time%15 = 1
anim = 6100
postype = p1
pos = -10+random%20,0
facing = 1
scale = 0.25,0.25
bindtime = 1
ownpal = 1
vel = 0,-2-random%2
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1
trans = add

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

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA,HA,NP,SP,HP
stateno = 3068

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 600
value = 3067

[Statedef 3067]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
anim = 7002
velset = 0,0

[State 10050]
Type = trans
Trigger1 = 1
trans = add

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 215, ステート変更]
type = destroyself
trigger1 = animTime = 0

[Statedef 3068]
type    = A
movetype= A
physics = N
juggle  = 15
ctrl = 0
anim = 7001
sprpriority = 10
velset = 0,0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 20

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 13

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 10

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 10
freqmul = 0.95

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 10
freqmul = 0.9

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 500, 10
freqmul = 0.85

[State 00]
type = envshake
trigger1 = time%10 = 1
time = 10
ampl = 15
freq = 160

[State 2000]
type =Envcolor
Triggerall = var(55) = 1
trigger1 = time%5 = 1
value = 250,250,250
time = 1
under = 1

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

[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 = time%5 = 1
attr = S, SP
damage = 501,10
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 = 7005          ;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 = 2         ;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, 30
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -8,-2
air.velocity = -8,-2
getpower = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 3061

[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 346, Explod]
type = Explod
trigger1 =  time%4 = 1
anim = 3026
postype = p1
facing = 1
scale = 0.2,0.2
bindtime = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1
trans = add
vel = 20-random%40,20-random%40

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 150
value = 3067

[Statedef 3070]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1020
sprpriority = 2

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = 0,-58
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-58
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-58
sprpriority = 5
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
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, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 1000]
type = Helper
trigger1 = time = [40,70]
trigger1 = time%6 = 1
stateno = 3080
id = 3080
helpertype = normal
pos = -150+random%300,-440
postype = P2
keyctrl = 0
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 100
value = 1022

[Statedef 3075]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
anim = 7100
velset = 0,0

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State 346, DestroySelf]
type = varrandom
trigger1 = 1
V = 13
range = 0,100

[State 346, DestroySelf]
type = changestate
Trigger1 = roundstate = 2
Trigger1 = var(13) >= 15
Trigger1 = p2bodydist x = [0,35]
Trigger1 = p2bodydist Y = [-35,0]
Trigger1 = p2statetype != L
value = 3079

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA,HA,NP,SP,HP
stateno = 3078

[State 346, DestroySelf]
type = varrandom
trigger1 = 1
V = 13
range = 0,100

[State 215, ステート変更]
type = ChangeState
Trigger1 = roundstate = 2
Trigger1 = time >= 40
Trigger1 = var(13) >= 70
value = 3077

[State 215, ステート変更]
type = ChangeState
Trigger1 = roundstate = 4
Trigger2 = root,stateno = [190,195]
value = 3082

[State 6300]
type = ChangeState
trigger1 = P2Dist X < 0
Trigger1 = var(13) >= 40
value = 3076

[Statedef 3076]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
anim = 7102
velset = 0,0

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6300]
type = Turn
trigger1 = animelem = 5

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA,HA,NP,SP,HP
stateno = 3078

[State 215, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 3075

[Statedef 3077]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
anim = 7101
velset = 1+random%2,0

[State 346, DestroySelf]
type = varrandom
trigger1 = 1
V = 13
range = 0,100

[State 346, DestroySelf]
type = changestate
Trigger1 = var(13) >= 15
Trigger1 = p2bodydist x = [0,35]
Trigger1 = p2bodydist Y = [-35,0]
Trigger1 = p2statetype != L
value = 3079

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA,HA,NP,SP,HP
stateno = 3078

[State 215, ステート変更]
type = ChangeState
Trigger1 = time >= 50
Trigger1 = var(13) >= 50
value = 3075

[Statedef 3078]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
anim = 7103
velset = 0,0

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 215, ステート変更]
type = destroyself
trigger1 = animTime = 0

[Statedef 3079]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 10
anim = 7104
velset = 0,0

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 10050]
Type = velset
Trigger1 = animelem = 2
X = 2

[State 10050]
Type = velset
Trigger1 = animelem = 4
X = 1

[State 10050]
Type = velset
Trigger1 = animelem = 5
X = 0

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 210, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 50, 5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 15, 15
getpower = 15,3
givepower = 5,0
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -15
hitsound = S5, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -8.5
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA,HA,NP,SP,HP
stateno = 3078

[State 215, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 3075

[Statedef 3080]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
anim = 7105
velset = 0,10

[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 10050]
Type = changeanim
Trigger1 = 1
value = 7105

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 222, 相手ステートに戻す]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 3081

[Statedef 3081]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
anim = 7105
velset = 0,0

[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 10050]
Type = playsnd
Trigger1 = time = 0
value = S50,1

[State 10050]
Type = posset
Trigger1 = 1
Y = 0

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 215, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 3075

[Statedef 3082]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 10
velset = 0,0

[State 10050]
Type = changeanim
Trigger1 = time = 1
value = 7110+var(13)

[State 346, DestroySelf]
type = varrandom
trigger1 = time = 0
V = 13
range = 0,3

[State 10050]
Type = trans
Trigger1 = 1
trans = addalpha
alpha = 210,250

[State 346, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[Statedef 3090]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3080
sprpriority = 2

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0
animtype = Hard
hitflag = M
priority = 3, Hit
pausetime = 0,0
hitsound = s820,2
guardsound = s120,1
sparkxy = -15,-75
sparkno = s8100
p1stateno = 3091
p2stateno = 3095
p2facing = 1
kill = 0

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = 0,-58
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-58
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-58
sprpriority = 5
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
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, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 70
value = 1022

[Statedef 3091]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 400, 20
freqmul = 1.5

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-10*time),10*time

[State 2000]
type =bgPalFx
trigger1 = time = 0
add = 0,0,0
sinadd = -256,-256,-256,120
time = 30

[State 1000]
type = Helper
trigger1 = time >= 80
trigger1 = (gametime%8) = 1
stateno = 3092
id = 3092
helpertype = normal
pos = 20-random%40,0
postype = P2
keyctrl = 0
ownpal = 0
;Size.XScale = 1.5
;Size.YScale = 1.5

[State 2000]
type =bgPalFx
trigger1 = time = 30
trigger2 = time >= 30
trigger2 = time%50 = 1
add = -256,-256,-256
sinadd = 46,16,76,50
time = 50

[State 1200, ステート変更]
type = ChangeState
trigger1 = Time >= 250
value = 3093

[Statedef 3093]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 2

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,120
time = 30

[State 601]
type = targetlifeadd
Trigger1 = animelemtime(1) = 0
value = -25

[State 601]
type = targetstate
Trigger1 = animelemtime(1) = 0
value = 3096

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 22

[State 3000, ステート変更]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 30922]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 3081
sprpriority = 10

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 15
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 220 , 220 , 220
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

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

[State 1001, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 0 
value = 500, 5
freqmul = 2.7+((random%4)*0.1)

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

[State 1000, HitDef]
Type = projectile
trigger1 = animelem = 3
projanim = 1003
ProjID  = 3091
projhitanim  = 1003
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 5
attr = S, HP
damage = 10,3
animtype = hard
priority = 4
pausetime = 2,25
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
hitsound = s500,1
guardsound = s120,0
guard.kill = 0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 3095
kill = 0

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 0-(random%360)

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

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

[State 1001, ステート変更]
type = destroyself
trigger1 = animtime = 0
trigger2 = time >= 250

[Statedef 3092]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 6700
sprpriority = 10

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

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

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

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.3,1.3

[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 1000, HitDef]
Type = projectile
trigger1 = animelem = 2
projanim = 1003
ProjID  = 1003
projhitanim  = 1003
offset  = 0,0
postype = p2
projremove = 0
projremovetime = 5
attr = S, HP
damage = 12,4
animtype = hard
priority = 4
pausetime = 2,25
sparkno = -1
sparkxy = -25,-20
guard.sparkno = -1
HitSound = s5,3
GuardSound = s120,0
guard.kill = 0
Hitonce                    = 1
NumHits                    = 1
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
p2stateno = 3095
kill = 0

[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
Trigger2 = !(ScreenPos X = [-100,420])

[Statedef 3095]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0
Y = 0

[State 1000, ]
type = posset
trigger1 = 1
y = 0

[State 3242, ChangeState]
type = changeanim2 
trigger1 = time =0
value = 3086+(random%3)

[State 3242, ChangeState]
Type = selfState
trigger1 = time >= 200
value = 0
ctrl = 1

[Statedef 3096]
type    = A
movetype= H
physics = N
velset = -1.5,-20

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

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3090

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



[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3100
sprpriority = 2

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6101
postype = p1
scale = 1,1
pos = 0,-58
sprpriority = 0
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6003
postype = p1
pos = 0,-58
sprpriority = -1
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 0
anim = 6004
postype = p1
pos = 0,-58
sprpriority = 5
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 1020]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S20,1
pos = 999,999
poweradd = -3000
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, 6

[State 3000, 1]
type = PlaySnd
trigger1 = time = 0
value = 500, 9

[State 1000]
type = Helper
trigger1 = time >= 50
stateno = 3101
id = 3101
helpertype = normal
pos = 350-random%350,-random%280
postype = left
keyctrl = 0
ownpal = 0

[State 195, 0]
type = EnvShake
trigger1 = time >= 50
trigger1 = gametime%5 = 1
time = 5
freq = 100
ampl = -20

[State -2, EnvColor]
type = EnvColor
trigger1 = time >= 50
trigger1 = gametime%4 = 1
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1
persistent = 0

[State 3000, 1]
type = PlaySnd
trigger1 = time >= 50
trigger1 = gametime%5 = 1
value = 3100, 0

[State 3000, 1]
type = PlaySnd
trigger1 = time >= 50
trigger1 = gametime%5 = 1
value = 500, 2

[State -1]
type = assertspecial
trigger1 = time <= 40
flag = nobg
flag2 = nofg
flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 100, 4]
type           = Explod
trigger1 = time = 50
anim           = 3102
id    = 3102
postype        = p1
pos            = 0,0 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
sprpriority = 0
trans = add
removetime = -1
under = 1

[State 100, 4]
type = removeExplod
trigger1 = time >= 205
id    = 3102

[State 3000, 1]
type = PlaySnd
trigger1 = time = 205
value = 3100, 1
freqmul = 1.5

[State 215, ステート変更]
type = ChangeState
trigger1 = Time >= 210
value = 1022


[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
sprpriority = 10

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 18
Range = 0,1

[State 1001]
type = changeanim
trigger1 = time = 0
value = 6801+var(18)

[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 2244]
type = Projectile 
trigger1 = animelem = 1
attr = S, SP
damage = 26,10
animtype = light
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 = 3101              ;飛び道具のＩＤナンバー
projanim = 1003          ;飛び道具のアニメ
projscale = 1,1             ;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 = 5         ;飛び道具の描画優先度。DEF=2
projremove = 1              ;0にするとヒット後に飛び道具が消えない。
projremovetime = 5         ;飛び道具が消えるまでの時間。DEF=-1
projedgebound = 300          ;飛び道具が画面の外に進める距離。DEF=40
projstagebound = 300         ;飛び道具がステージの外に進める距離。DEF=40
projheightbound = -1000,10    ;飛び道具が画面の上下に進める距離。DEF=-240,1
SparkNo              = -1
Guard.SparkNo              = -1
SparkXY                    = 40,0
pausetime = 0, 5
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -20+random%40,-4
air.velocity = -20+random%40,-4
guard.kill = 0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 120
envshake.phase = 120
fall = 1

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 1
scale = 0.5,0.5

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

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 3101
id    = 3101
postype        = p1
pos            = 0,5 
bindtime       = -1
scale = 0.3,0.3
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
sprpriority = 11
trans = sub
under = 0

[State 100, 4]
type           = Explod
trigger1 = animelemtime(9) <= 0
trigger1 = gametime%2 = 1
anim           = 6803
id    = 6803
postype        = p1
pos            = 10-random%20,10-random%25 
bindtime       = -1
scale = 0.5,0.5
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
sprpriority = 9
trans = sub
under = 0

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






[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



[Statedef 8500]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 6202
sprpriority    = 6202
postype        = p1
pos            = 0,5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = sub
sprpriority = 5

[State -1]
Type           = AfterImage
Trigger1 = animelemtime(10) = 4
Time           = 1
PalContrast    = 0 , 0 , 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 100
Trans          = sub
Length         = 25
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 200 , 200 , 200
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[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, 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

[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 = posset
trigger1 = 1
Y = 0

;これがカンフーマンが蹴る板。カンフーマンのステートをあなたのキャラに使うなら、
;下にある二つの「Explod」のステートコントローラを消してお使いください。

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) >= 0
trigger1 = AnimElemtime(9) <= 2
trigger1 = time%6 = 1
value = 21,0

[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, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.8


[Statedef 8501]
type = S
ctrl = 0
anim = 1080
velset = 0,0

[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 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.9

[State 191, 音を鳴らす];蹴った瞬間の音
type = PlaySnd
trigger1 = AnimElemtime(2) = 0
value = 1080,0
freqmul = 0.8

[State 1000]
type = Helper
trigger1 = animelem = 8
stateno = 1085
id = 1085
helpertype = normal
pos =0,5
postype = P1
keyctrl = 0
ownpal = 0


[Statedef 8502]
type = S
ctrl = 0
anim = 5300
velset = 0,0

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

[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 = time = 0
value = 5300

;===========================================================================
; 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 -2]
Type     = Helper
TriggerAll = NumHelper(6500) = 0
Trigger1 = stateno = [120,159]
Stateno  = 6500
ID       = 6500
Pos      = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
Size.XScale = 0.12
Size.YScale = 0.5
ownpal = 1 

[State 0, DestroySelf]
Type = DestroySelf
Triggerall = !ishelper(8500)
trigger1 = stateno = [0,110]
trigger2 = stateno = [5000,5150]

[State 220]
type = pause
Triggerall = numHelper(30111) = 1
trigger1 = (GameTime%4) = 1
Trigger1 = Helper(30111),stateno = 3011
time = 3
movetime = 3
ignorehitpause = 1

[State -2]
Type     = Helper
triggerall = palno = [11,12]
trigger1 = (GameTime%5) = 1
trigger1 = movetype != H
Stateno  = 6000
ID       = 6000
pos = -20 + (random%40),0 - (random%20)
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Projhittime(3091) >= 0 && Projhittime(3091) <= 1
value = 500, 11
ignorehitpause = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Projhittime(3101) >= 0 && Projhittime(3101) <= 1
value = 500, 1
ignorehitpause = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = Projhittime(1003) >= 0 && Projhittime(1003) <= 1
trigger2 = Projhittime(6701) >= 0 && Projhittime(6701) <= 1
value = 5, 5
ignorehitpause = 1

[State 220]
type = pause
trigger1 = Projhittime(1003) >= 0 && Projhittime(1003) <= 1
trigger2 = ProjGuarded1003 = 1
trigger3 = Projhittime(6701) >= 0 && Projhittime(6701) <= 1
trigger4 = ProjGuarded6701 = 1
trigger5 = Projhittime(3101) >= 0 && Projhittime(3101) <= 1
trigger6 = ProjGuarded3101 = 1
time = 1
movetime = 0
ignorehitpause = 1

[State -2, EnvColor]
type = EnvColor
Triggerall = var(55) = 1
trigger1 = ProjHit1003 = 1 <= 1
trigger2 = Projhit6701 = 1 <= 1
trigger3 = Projhit3091 = 1 <= 1
trigger4 = ProjHit3101 = 1
value = 255,255,255
time = 1
under = 1

[State 1000, 5]
type = Explod
trigger1 = ProjHit3091 = 1
anim = 8700
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%40)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add

[State -2]
Type     = Helper
triggerall = numhelper(8000) = 0
trigger1 = ProjHit1003 = 1
trigger2 = ProjHit6701 = 1
trigger3 = ProjHit3101 = 1
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 1000, 5]
type = Explod
trigger1 = Projguarded1003 = 1
trigger2 = Projguarded6701 = 1
trigger3 = Projguarded3091 = 1
trigger4 = Projguarded3101 = 1
anim = 8400
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%30)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 0
PauseMoveTime = 99999999

[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%12) = 1
value = 1

[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 = stateno != 8501
trigger1 = ishelper(8500)
trigger1 = root,stateno = [180,185]
trigger1 = roundstate = 4
value = 8501

[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
triggerall = ishelper(8500)
triggerall = stateno != 8502
trigger1 = root,stateno = [170,175]
trigger2 = root,stateno = 5150
triggerall = roundstate = 4
value = 8502

[State -2, a];
type = palfx
triggerall = time = 0
trigger1 = ishelper(8500)
time = -1
add = -60,-80,-50
color = 1
ignorehitpause = 1
sinadd = 30,30,30,100

[State -2, a];
type = palfx
triggerall = time = 0
trigger1 = palno = [11,12]
time = -1
add = -36,-36,-36
sinadd = -30,-30,-30,120

[State -3, AIフラグセット]
type = VarSet
trigger1 = ishelper(8500)
var(59) = 4
IgNoreHitPause = 1

[State 346, Explod]
type = null;Explod
trigger1 = (GameTime%8) = 1
trigger1 = palno = [11,12]
trigger1 = alive
anim = 6100
postype = p1
pos = -20+random%40,0-random%10
facing = 1
scale = 0.25,0.25
bindtime = 1
ownpal = 1
vel = 0,-2-random%2
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add


;-----------------------------------
;ここは「パワー溜め」のステートで発生させた「Explod」のエフェクト画像を
;特定の条件が有効になれば消す、という処理をしています。

[State -2, エフェクトを消す];パワー溜めステート用
type = RemoveExplod
triggerall = NumExplod(130) > 0
                          ;↑はＩＤナンバー「130」のExplodの画面中の数が0よりも多い、
                          ;つまり１枚以上表示されている時
trigger1 = StateNo != 700 ;ステートが７００（パワー溜め）以外の時
trigger2 = MoveType != I  ;MoveTypeが「I（何もしてない）」以外の時
ID = 130                  ;消すExplodの特定のＩＤナンバーを指定

;-----------------------------------
[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


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


[State -2,Explod];12P分身数
type = varset
trigger1 = 1
V = 57
value = 4