; 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             = 1000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 90    ;攻撃力（デフォルトは１００％）
defence           = 85    ;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         = 1500     ;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            = 120      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 60     ;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     = 2.4         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -2.2        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 6.6,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -6,-3.5  ;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    = -2.5       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.5         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-8.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-8.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-8.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .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 = varset
Trigger1 = var(59)>0
var(57)=ifelse((!enemynear,alive&&numenemy=2),1,0)

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

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

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

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

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

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

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

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

[StateDef 20]
Type = S
Physics = S
SprPriority = 0

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

[State 20, VelSet]
Type = VelSet
Trigger1 = 1
X = IfElse((Command="holdback"), Const(Velocity.Walk.Back.X), Const(Velocity.Walk.Fwd.X))

[State 20, ChangeAnim]
Type = ChangeAnim
TriggerAll = Vel X > 0
Trigger1 = Anim != 20
Value = 20

[State 20, ChangeAnim]
Type = ChangeAnim
TriggerAll = Vel X < 0
Trigger1 = Anim != 21
Value = 21

[State 20, ChangeAnim]
Type = ChangeAnim
Trigger1 = Vel X = 0
Trigger1 = Anim != 0
Value = 0



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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = var(59) <= 0
trigger1 = Command = "recovery" || command = "z" || command = "a"|| command = "b"|| command = "c"|| command = "x"|| command = "y"
trigger2 = var(59)>0&&Random<var(59)*101
value = 5200 ;HITFALL_RECOVER

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

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

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

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

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

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

[State 100, 効果音]
type = PlaySnd
Trigger1 = animelem = 3
Trigger2 = animelem = 7
value = S40, 0

[State 100, 6]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = time >= 5
trigger2 = time >= 25
value = 101

[State 100,ﾀﾞｯｼｭｽﾃｯﾌﾟ DashStop]
type = ChangeState
TriggerAll=var(59)>0
TriggerAll = time = [5,25]
Trigger1 = inguarddist
Trigger2 = enemyNear(var(57)),MoveType!=H
Trigger2 = P2BodyDist X<=70
;Trigger2 = P2BodyDist Y>=-120
Trigger3 = P2BodyDist X<=40
Trigger4 = enemyNear(var(57)),StateType = L
Trigger5 = time >= 25
value = 101
ctrl = 0

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

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

;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 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 191]
type = PlaySnd
trigger1 = animelem = 4
value = S1010,2
freqmul = 0.75

[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

;---------------------------------------------------------------------------
; ※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



[Statedef 2000]
type = A
physics = N
anim = 2000
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2020
ID = 2020
pos = 0,-20
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2030
ID = 2030
pos = 0,-20
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State 103, 移動]
type = veladd
trigger1 = AnimElemTime(2) = 1
x = 25
y = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2010

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2001]
type = A
physics = N
anim = 2000
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = 30

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = time = 0
Value = 0

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2021
ID = 2021
pos = 20,-30
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2031
ID = 2031
pos = 20,-30
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State 103, 移動]
type = velset
trigger1 = AnimElemTime(2) > 1
x = 15.5
y = -9.5

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2010

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2002]
type = A
physics = N
anim = 2000
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = -30

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = time = 0
Value = 0

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2022
ID = 2022
pos = 30,-30
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2032
ID = 2032
pos = 30,-30
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State 103, 移動]
type = velset
trigger1 = AnimElemTime(2) > 1
x = 15.5
y = 9.5

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2010

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

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2003]
type = A
physics = N
anim = 2001
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2023
ID = 2023
pos = 0,-20
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2033
ID = 2033
pos = 0,-20
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 103, 移動]
type = velset
trigger1 = AnimElemTime(2) > 1
x = -25
y = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2011

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2004]
type = A
physics = N
anim = 2001
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2024
ID = 2024
pos = -20,-60
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2034
ID = 2034
pos = -20,-60
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = -30

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = time = 0
Value = 0

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 103, 移動]
type = velset
trigger1 = AnimElemTime(2) > 1
x = -15.5
y = -9.5

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2011

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2005]
type = A
physics = N
anim = 2001
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2025
ID = 2025
pos = -20,-30
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2035
ID = 2035
pos = -20,-30
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = 30

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = time = 0
Value = 0

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 103, 移動]
type = velset
trigger1 = AnimElemTime(2) > 1
x = -15.5
y = 9.5

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2011

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

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 20 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2006]
type = A
physics = N
anim = 2002
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2026
ID = 2026
pos = 0,-40
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2036
ID = 2036
pos = 0,-40
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 103, 移動]
type = velset
trigger1 = AnimElemTime(2) > 1
x = 0
y = -20

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2012

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 5 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 5 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2007]
type = A
physics = N
anim = 2002
sprpriority = 2
velset = 0,0
ctrl = 0

[State -3,]
type = Varadd
trigger1 = var(9) >= 25
trigger1 = time = 0
v = 9
value = -25

[State 221]
type = playerpush
trigger1 = 1
value = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2027
ID = 2027
pos = 0,-70
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(2) = 1
stateno = 2037
ID = 2037
pos = 30,-70
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 120 , 120 , 120
PalContrast    = 90 , 140 , 235
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 103, ストップ]
type = PosFreeze
trigger1 = AnimElemTime(2) < 1

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = animelem = 2
value = 100, 1

[State 103, 移動]
type = Velset
trigger1 = AnimElemTime(2) > 1
x = 0
y = 25

[State 195, ステート変更]
type = ChangeState
trigger1 = Time >= 6
value = 2013

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 0 - (random%10),-50 + (random%30)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 6800
sprpriority = 16
postype = p1
pos = 0 - (random%10),-50 + (random%30)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[Statedef 2010]
type = A
physics = A
anim = 2010
sprpriority = 2
ctrl = 0

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

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = 1
Value = 0

[State 6670, AngleDraw]
Type = ctrlset
trigger1 = AnimElemTime(2) > 1
value = 1

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
trigger1 = prevstateno = 2000
x = -3.4

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
trigger1 = prevstateno = 2001
x = -2
Y = 1

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
trigger1 = prevstateno = 2002
x = -2
Y = -1

[Statedef 2011]
type = A
physics = A
anim = 2011
sprpriority = 2
ctrl = 0

[State 6670, AngleDraw]
Type = ctrlset
trigger1 = AnimElem = 2
value = 1

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

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = 1
Value = 0

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
trigger1 = prevstateno = 2003
x = 3.4

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
trigger1 = prevstateno = 2004
x = 2
Y = 1

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
trigger1 = prevstateno = 2005
x = 2
Y = -1

[Statedef 2012]
type = A
physics = A
anim = 2012
sprpriority = 2
ctrl = 0

[State 6670, AngleDraw]
Type = ctrlset
trigger1 = AnimElemTime(2) > 1
value = 1

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

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = 1
Value = 0

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
Y = 2.7

[Statedef 2013]
type = A
physics = A
anim = 2013
sprpriority = 2
ctrl = 0

[State 6670, AngleDraw]
Type = ctrlset
trigger1 = AnimElemTime(2) > 1
value = 1

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

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = 1
Value = 0

[State 103, 移動]
type = Veladd
trigger1 = AnimElemTime(2) < 1
Y = -4


[Statedef 2020]
type = A
physics = N
anim = 6950
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2021]
type = A
physics = N
anim = 6950
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = 30

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2022]
type = A
physics = N
anim = 6950
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = -30

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2023]
type = A
physics = N
anim = 6951
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2024]
type = A
physics = N
anim = 6951
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = -30

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2025]
type = A
physics = N
anim = 6951
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = 30

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2026]
type = A
physics = N
anim = 6950
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2027]
type = A
physics = N
anim = 6950
sprpriority = 2
velset = 0,0
ctrl = 0

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


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

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 10
Trans          = Add
Length         = 10
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 140 , 140 , 155
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

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

[Statedef 2030]
SprPriority = 3
velset = -2.5,0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25

[Statedef 2031]
SprPriority = 3
velset = -1.55,0.95

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = 30

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25

[Statedef 2032]
SprPriority = 3
velset = -1.55,-0.95

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = -30

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25

[Statedef 2033]
SprPriority = 3
velset = 2.5,0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25


[Statedef 2034]
SprPriority = 3
velset = 1.55,0.95

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = -30

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25

[Statedef 2035]
SprPriority = 3
velset = 1.55,-0.95

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 1
Value = 30

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25



[Statedef 2036]
SprPriority = 3
velset = 0,2.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

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

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25

[Statedef 2037]
SprPriority = 3
velset = 0,-2.5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 200 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 7605

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

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

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = time > 5
V = 12
Value = -20

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25


;===========================================================================
; 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。
;---------------------------------------------------------------------------
;立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
poweradd= 3
ctrl = 0
anim = 200
sprpriority = 2

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 200, 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 = Light
guardflag = M
hitflag = MAF
getpower = 10,5
givepower = 5,0
priority = 8, Hit
pausetime = 6, 6
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -30
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0.8,-1.7
fall.recovertime = 18
air.hittime = 0
air.fall = 1
yaccel = .44

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

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

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

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

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 1

[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 = 23, 0
animtype = medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 7, 7
getpower = 15,3
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 = -6
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 -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

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

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[Statedef 215]
type    = S
movetype= A
physics = S
poweradd= 10
ctrl = 0
anim = 215
sprpriority = 2

[State 215, 減速]
type = null;velset
trigger1 = Time = 0 && prevstateno != 100
x = 0

[State 215, 減速]
type = velset
trigger1 = Time <= 15
x = 1

[State 215, 前進]
type = posadd
trigger1 = animelem = 8
x = 28

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 2

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 45, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 14
getpower = 10,2
givepower = 5,0
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -6,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

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

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 8
ctrl = 0
anim = 220
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1 = animelem = 1
anim           = 6901
sprpriority    = 4
postype        = p1
pos            = 66,-24
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

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

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 1
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

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

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[Statedef 225]
type    = S
movetype= A
physics = S
poweradd= 8
ctrl = 0
anim = 225
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1 = animelem = 3
anim           = 6903
sprpriority    = 4
postype        = p1
pos            = 72,-33
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

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

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

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

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

;---------------------------------------------------------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 8
ctrl = 0
;velset = 0,0
anim = 230
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1 = animelem = 2
anim           = 6902
sprpriority    = 4
postype        = p1
pos            = 37,-63
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 3

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 700

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0


[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[Statedef 235]
type    = S
movetype= A
physics = S
poweradd= 8
ctrl = 0
anim = 235
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1 = animelem = 3 
anim           = 6600
sprpriority    = 4
postype        = p1
pos            = 50,0
;scale          = 0.5,0.5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

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

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = animelem = 5
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8,8
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-6
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 701

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 701
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
trigger1 = animelemtime(4) <= 0
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
trigger1 = animelemtime(4) >= 0
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 701
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
trigger1 = animelemtime(4) >= 0
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
trigger1 = movehit
trigger1 = animelemtime(4) <= 0
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

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

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State -3,]
type = Varadd
trigger1 = moveguarded
trigger1 = animelemtime(4) >= 0
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
trigger1 = moveguarded
trigger1 = animelemtime(4) <= 0
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

;===========================================================================
;---------------------------------------------------------------------------
; ２Ｄ格ゲーでのしゃがみ通常攻撃は空中ガードが不可な作品が結構多い。
; カンフーマンも例外ではなかったみたい。
; ↓のしゃがみ弱パンチのguardflagが「L」のみになってるのに注目。
; 意味は「Low」。相手はこのしゃがみ弱パンチをガードする場合、
; 「しゃがみガードだけしか出来ない」という事になる。
;
; それ以外は簡単。
;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 3
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 15, 0
animtype = Light
guardflag = M
hitflag = MAF
getpower = 10,5
givepower = 5,0
priority = 8, Hit
pausetime = 6, 6
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -30
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0.8,-1.7
fall.recovertime = 18
air.hittime = 15
air.fall = 1
yaccel = .44
fall.recover = 1

[State 400, コントロール]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

;---------------------------------------------------------------------------
; 効果の違う攻撃を連続でヒットさせる場合は、複数のHitDefが必要。
; ↓のしゃがみ強パンチのguardflagの効果がそれぞれ別々（MとMA）なように、
; パラメータが数値じゃなければ特に。こればかりはどうしようもない。
;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 5
ctrl = 0
anim = 410
sprpriority = 2

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

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 23, 0
animtype = medium
guardflag = L
hitflag = MA
priority = 6, Hit
pausetime = 7, 7
getpower = 15,3
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 = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44
fall.recover = 1

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 8
ctrl = 0
anim = 420
sprpriority = 2

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

[State 100, 4]
type           = Explod
trigger1 = animelem = 1
anim           = 6906
sprpriority    = 4
postype        = p1
pos            = 10,-30
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -6,-5
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
yaccel = .24

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-10
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 701

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 701
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 701
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0


;しゃがみ強キック（足払い攻撃）
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 8
ctrl = 0
anim = 430
sprpriority = 2

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

[State 320, 減速]
type = velset
trigger1 = animelem = 3
x = 25

[State 320, 減速]
type = velset
trigger1 = animelem = 5
x = 15

[State 320, 減速]
type = veladd
trigger1 = animelemtime(5) >= 5
x = 0.52

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = L
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,-3
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = 0,-2
fall.recovertime = 22
guard.velocity = -3
air.hittime = 19
fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = L
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,-3
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = 0,-2
fall.recovertime = 22
guard.velocity = -3
air.hittime = 19
fall = 1
fall.recover = 1
p2stateno = 702

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0


;===========================================================================
;---------------------------------------------------------------------------
; ジャンプ通常攻撃にChangeStateのコントローラが無いのは、
; Physicsを「A」にしているから。
; おまけフォルダの「小ネタ.txt」を参照。（Physicsの仕組み）
;
; しゃがみ通常技とは逆に、ジャンプ通常技は基本的に「中段属性」の攻撃。
; しゃがみガードが出来ないのが普通なので、guardflagを「HA」にしておくのが定石。
;「立ちガードの需要性」と「空対地のガードの揺さぶりによる駆け引き」を
; プレイヤーに楽しんでもらうための先人達の知恵だね。
;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 3
ctrl = 0
anim = 600
sprpriority = 2

[State 900]
Type = Velset
Trigger1 = vel x >= 5
x = 4

[State 900]
Type = Velset
Trigger1 = vel x <= -5
x = -4

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 2
value = 0, 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 15, 0
animtype = Light
guardflag = HA
hitflag = MAF
getpower = 10,5
givepower = 5,0
priority = 8, Hit
pausetime = 5, 5
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -30
hitsound = S5, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-2
fall.recovertime = 18
air.hittime = 15
air.fall = 1
yaccel = .44
fall.recover = 1

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600, コントロール]
type = CtrlSet
trigger1 = Time = 10
value = 1

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 5
ctrl = 0
anim = 610
sprpriority = 2

[State 900]
Type = Velset
Trigger1 = vel x >= 5
x = 4

[State 900]
Type = Velset
Trigger1 = vel x <= -5
x = -4

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 0, 1

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 15, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 6, Hit
pausetime = 7, 9
getpower = 20,4
givepower = 5,0
sparkno = S8100
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S5, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44
fall.recover = 1

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600, コントロール]
type = CtrlSet
trigger1 = animelemTime(9) >= 0
value = 1

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd= 8
ctrl = 0
anim = 620
sprpriority = 2

[State 900]
Type = Velset
Trigger1 = vel x >= 5
x = 4

[State 900]
Type = Velset
Trigger1 = vel x <= -5
x = -4

[State 100, 4]
type           = Explod
trigger1 = animelem = 1
anim           = 6904
sprpriority    = 4
postype        = p1
pos            = 40,-45
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 900]
Type = VelSet
Trigger1 = Time = 0
Y = -6

[State 900]
Type = Veladd
Trigger1 = Time = 0
x = 1.5

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

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = A, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 6
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-9.5
fall.recovertime = 22
air.hittime = 15
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = A, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 6
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-11
fall.recovertime = 22
air.hittime = 15
air.fall = 1
fall.recover = 1
p2stateno = 700

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600, コントロール]
type = CtrlSet
trigger1 = animelemTime(9) >= 0
value = 1

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 710

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

;---------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 8
ctrl = 0
anim = 630
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1 = animelem = 1
anim           = 6905
sprpriority    = 4
postype        = p1
pos            = 10,-20
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 900]
Type = Gravity
Trigger1 = 1

[State 900]
Type = VelSet
Trigger1 = prevstateno = [620,630]
Trigger1 = Time = 0
X = (Vel X)/16.0
Y = (Vel Y)/20.0

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

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = A, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,10
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = A, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,10
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 701

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 701
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 701
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600, コントロール]
type = CtrlSet
trigger1 = animelemTime(8) >= 0
value = 1

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

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 710

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中前ジャンプ

[Statedef 510]
type    = A
movetype= I
physics = A
velset = 2.5,-10
anim = 42
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中垂直ジャンプ

[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-10
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;空中後ろジャンプ

[Statedef 520]
type    = A
movetype= I
physics = A
velset = -2.5,-10
anim = 43
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1






[Statedef 700]

type    = A
movetype= H
physics = N
velset = -5,-15
facep2 = 1

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 1030, 速度加算]
type = VelAdd
trigger1 = 1
y = .42

[State 1030, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1030, 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 1030, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 701]
type    = A
movetype= H
physics = N
velset = -10,12
facep2 = 1

[State 602, nothitby]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 1030, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1030, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 702];相手吹っ飛び
type     = A                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = H                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = N                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
juggle   = 0                     ;攻撃を当てた時に溜まるジャグルポイントの設定
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
poweradd = 0                   ;パワーゲージの増加量を設定
velset = 0,0
sprpriority = 0                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
facep2 = 1

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

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

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

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

[State 221, ステート変更]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger1 = time > 10
trigger2 = time > 110
value = 703

[Statedef 703]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 705]
type    = A
movetype= I
physics = N
anim = 9999

[state 6500,1]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -25
freq = 95
phase = 95

[State 1001,]
type = Pause
trigger1 = time = 1
time = 30

[State 222, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = S1,6

[State 222, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = S1,7

[State 100, 4]
type           = Explod
trigger1 = Time = 0
anim           = 6700
sprpriority    = 999
postype        = left
scale          = 1,1 
pos = 0,0
ontop = 1
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
supermovetime = 9999
pausemovetime = 9999

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time >= 30



[Statedef 710]
type    = A
movetype= H
physics = N
velset = -4,-8
facep2 = 1

[State -2]
Type     = Helper
trigger1 = time = 0
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State 1030, 速度加算]
type = VelAdd
trigger1 = 1
y = .42

[State 1030, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
value = 5050


[State 1030, 相手ステートに戻す]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 711]
type    = S
movetype= H
physics = S
facep2 = 1
velset = 0,0

[State -2]
Type     = Helper
trigger1 = time = 0
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State 1030, 速度加算]
type = Velset
trigger1 = animelem = 1
x = -13


[State 1030, 速度加算]
type = Velset
trigger1 = time = 5
x = -5

[State 1030, 速度加算]
type = Velset
trigger1 = time = 9
x = 0

[State 1030, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
value = 5300


[State 1030, 相手ステートに戻す]
type = changeState
trigger1 = time >= 40
value = 0
ctrl = 1

;===========================================================================
; 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 = 60

[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 = "holdfwd"

[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 = 7
value = 800, 0

[State 810, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0  ;自分の軸位置から相手の軸をX=28・Y=0の位置にする

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0 ;画面端を押す幅を変える（オレンジの線）

[State 810, 掴んだ相手の位置２]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0

[State 810, 振り返る];Var(2)が有効な時
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 6

[State 810, 軸位置移動];Var(2)が有効な時
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 6
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 = 6
value = -1

[State 810, 掴んだ相手の位置４]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60

[State 810, 掴んだ相手の位置５]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 25, -75

[State 810, 掴んだ相手の位置６]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -90

[State 810, 掴んだ相手の位置７]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96

[State 810, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90

[State 810, 掴んだ相手の位置９]
type = TargetBind
trigger1 = AnimElem = 11
pos = -50, -50

;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 = TargetLifeAdd
trigger1 = AnimElem = 11
value = -78

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 11
value = 821

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

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

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

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

[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 = !GetHitVar(IsBound) ;（※３）
value = 5050

;---------------------------------------------------------------------------
; ※３：GetHitVar
;
; 　食らってしまった『相手の攻撃の効果』を
; 　自分側が「特殊な変数」に変換して判断するトリガー。
;　「GetHitVar(**)」の『**』に該当する、予め決められているパラメータを全て紹介。
;
; 　大概「相手のHitDefとProjectileのパラメータ」から引き出すので、かなり多い（苦笑
;
;
; 　XVelAdd             = 自分が負けて吹っ飛んだ時の「Ｘ軸方向の加速度(float)」を計測する
; 　YVelAdd             = 自分が負けて吹っ飛んだ時の「Ｙ軸方向の加速度(float)」を計測する
; 　Type                = 自分の「食らいアニメの種類」。（0=None・1=High・2=Low・3=Trip）
; 　AnimType            = 相手のHitDefに設定されている「animtype」を判断する
;                        （0=Light・1=Medium・2=Hard・3=Back・4=Up・5=DiagUp）
; 　GroundType          = 相手のHitDefに設定されている「ground.type」を判断する
; 　AirType             = 相手のHitDefに設定されている「air.type」を判断する
;
; 　Damage              = 相手から食らってしまった「ダメージ量」を計測する
; 　HitCount            = 相手の「現在のヒット数」を計測する
; 　FallCount           = 自分が「地面に激突した回数」を判断する
; 　HitShakeTime        = 自分の「ヒット硬直時間」を計測する
; 　HitTime             = 自分の「食らい時間」を計測する
; 　SlideTime           = 相手のHitDefに設定されている「slidetime」を判断する
; 　CtrlTime            = 相手のHitDefに設定されている「(air)guard.ctrltime」を判断する
; 　RecoverTime         = 横に倒れている時の「起き上がるまでの時間」を判断する
;
; 　XOff                = 相手のHitDefに設定されている「"snap"のＸ軸」を判断する（非推奨）
; 　YOff                = 相手のHitDefに設定されている「"snap"のＹ軸」を判断する（非推奨）
; 　ZOff                = 相手のHitDefに設定されている「"snap"のＺ軸」を判断する？（存在しないので無意味）
;
; 　XVel                = 相手のHitDefに設定されている「Ｘ軸の食らい状態の移動速度」を判断する
; 　YVel                = 相手のHitDefに設定されている「Ｙ軸の食らい状態の移動速度」を判断する
; 　YAccel              = 相手のHitDefに設定されている「yaccel」を判断する
; 　chainID             = 相手のHitDefに設定されている「chainID」を判断する
; 　Guarded             =「相手のコンボでの最後の攻撃をガードした場合」を判断する
; 　IsBound             =「TargetBindで掴まれてる状態」を判断する
;
; 　Fall                = 相手のHitDefに設定されている「fall」を判断する
; 　Fall.Damage         = 相手のHitDefに設定されている「fall.damage」を判断する
; 　Fall.XVel           = 相手のHitDefに設定されている「fall.xvelocity」を判断する
; 　Fall.YVel           = 相手のHitDefに設定されている「fall.yvelocity」を判断する
; 　Fall.Recover        = 相手のHitDefに設定されている「fall.recover」を判断する
; 　Fall.RecoverTime    = 相手のHitDefに設定されている「fall.recovertime」を判断する
; 　Fall.Kill           = 相手のHitDefに設定されている「fall.kill」を判断する
; 　Fall.EnvShake.Time  = 相手のHitDefに設定されている「fall.envshake.time」を判断する
; 　Fall.EnvShake.Freq  = 相手のHitDefに設定されている「fall.envshake.freq」を判断する
; 　Fall.EnvShake.Ampl  = 相手のHitDefに設定されている「fall.envshake.ampl」を判断する
; 　Fall.EnvShake.Phase = 相手のHitDefに設定されている「fall.envshake.phase」を判断する
;
;---------------------------------------------------------------------------
;カンフースルー：相手側２（放り投げられた）
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 821, 速度加算];重力
type = VelAdd
trigger1 = 1
y = .4 ;現在のＹ軸方向の移動速度を「0.4ポイント」ずつ増やしていく

[State 821, ステート変更]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive      ;生きている時
triggerall = CanRecover ;空中受け身が可能な時
trigger1 = Command = "recovery"
value = 5200

[State 821, 相手ステートに戻す]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 821, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;===========================================================================
; 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。
;---------------------------------------------------------------------------
;カンフー突き手（弱）
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 60
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, ]
type = Explod
trigger1 = AnimElem = 6
ID = 6002
anim = 6002
Pos = 20,-35
postype = P1
ownpal = 1
sprpriority = 4
removeongethit = 1
trans = add
ignorehitpause = 1
persistent = 0

[State 900]
Type = Helper
trigger1       = animelem = 6
Stateno = 1001
ID = 1001
Pos = 40,-30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
size.xscale = 0.3
size.Yscale = 0.5


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 6
value = 1000, 0
freqmul = 1.5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 6
value = 1000, 1
freqmul = 1.8

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

[Statedef 1001]
type    = A
movetype= A
physics = N
velset = 8,0
anim = 6000
sprpriority = 6

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 1003
ID = 1003
Pos = 40,-30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
size.xscale = 0.65
size.Yscale = 0.5

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

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
damage = 90, 15
attr = S, SP
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,30
getpower = 25,10
givepower = 10,10
sparkno = S8200
sparkxy = -15, -60+random%41
hitsound = S1,0
guardsound = S120, 0
guard.sparkno = S8300
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -8.2
air.velocity = -4,-3
fall = 0
air.fall = 1
fall.recovertime = 15
p1sprpriority = 10
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

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

[State a]
type = Explod
trigger1 = time%2 = 1
anim = 6800
sprpriority = 11
postype = p1
pos = -15 ,-15 + (random%25)
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0.21, 0
vel = -7 + (random%3),-2 + (random%4)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

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

[State 2244]
type = changestate
trigger1 = movecontact
value = 1002

[Statedef 1002]
type    = A
movetype= A
physics = N
velset = 1.5,0
anim = 6001
sprpriority = 6

[State 10050]
Type = velset 
Trigger1 = 1
X= 2
Y = 0

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

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


[State 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 1003]
type    = A
movetype= A
physics = N
velset = 8,0
anim = 6000
sprpriority = 6

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Time = 1
Pos = -10,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 160 , 165
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 1.3-((random%3)*0.1),1.3-((random%3)*0.1)

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

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = Time = 200
trigger2 = FrontEdgeDist <= -60
trigger3 = BackEdgeDist <= -60
trigger4 = Pos Y > 90
trigger5 = ScreenPos Y <= -120
trigger6 = numhelper(1001) = 0
trigger7 = helper(1001),stateno = 1002


;カンフー突き手（弱）
[Statedef 1005]
type    = A
movetype= A
physics = A
poweradd= 60
anim = 1005
ctrl = 0
sprpriority = 2

[State 900]
Type = Velset
Trigger1 = vel x >= 5
x = 4

[State 900]
Type = Velset
Trigger1 = vel x <= -5
x = -4

[State 100, 4]
type           = Explod
trigger1 = animelem = 4
anim           = 6905
sprpriority    = 4
postype        = p1
pos            = 10,-20
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 900]
Type = Helper
trigger1       = animelem = 5
Stateno = 1006
ID = 1006
Pos = 40,-30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0


[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 5
value = 1000, 0
freqmul = 1.5

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 5
value = 1000, 1
freqmul = 1.8

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

[Statedef 1006]
type    = A
movetype= A
physics = N
velset = 10,6
anim = 1006
sprpriority = 6

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = -40

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 1008
ID = 1008
Pos = 40,-30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

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

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
damage = 60, 5
attr = S, SP
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,30
getpower = 25,10
givepower = 10,10
sparkno = S8200
sparkxy = -15, -60+random%41
hitsound = S1,0
guardsound = S120, 0
guard.sparkno = S8300
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -8.2
air.velocity = -4,-3
fall = 0
air.fall = 1
fall.recovertime = 15
p1sprpriority = 10
guard.kill = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

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

[State a]
type = Explod
trigger1 = time%2 = 1
anim = 6800
sprpriority = 11
postype = p1
pos = -15 ,-15 + (random%25)
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = 0.21, 0
vel = -5 + (random%3),-4 + (random%4)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

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

[State 2244]
type = changestate
trigger1 = movecontact
value = 1007

[Statedef 1007]
type    = A
movetype= A
physics = N
velset = 5,3
anim = 6001
sprpriority = 6

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

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = animelem = 1
Value = -40


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

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


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

[Statedef 1008]
type    = A
movetype= A
physics = N
velset = 10,6
anim = 1006
sprpriority = 6

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = -40

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Time = 1
Pos = -10,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 20
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 160 , 165
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

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

[State 2593, 自己消滅]
type = DestroySelf
trigger1 = Time = 200
trigger2 = FrontEdgeDist <= -60
trigger3 = BackEdgeDist <= -60
trigger4 = Pos Y > 90
trigger5 = ScreenPos Y <= -120
trigger6 = numhelper(1006) = 0
trigger7 = helper(1006),stateno = 1007

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;カンフー突き手（強）
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 2
value = 1010, 2

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
pausetime = 0,30
sparkno = S8300
sparkxy = 15, 0
hitsound = S1010,0
reversal.attr = SCA,AA
numhits = 0
ignorehitpause = 1
p1stateno = 1011

[State -3,]
type = Varset
trigger1 = animelemtime(6) <= 0
v = 9
value = 0
IgnoreHitPause = 1

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1011]
type    = S
movetype= A
physics = S
poweradd= 30
velset = 0,0
anim = 1011
ctrl = 0
sprpriority = 0

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,60
time = 15
persistent = 0

[State 900]
Type = Helper
trigger1 = animelemtime(5) = 0
Stateno = 1012
ID = 1012
Pos = 50,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1 = animelemtime(5) = 3
Stateno = 1012
ID = 1012
Pos = 60,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1 = animelemtime(5) = 6
Stateno = 1012
ID = 1012
Pos = 70,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1 = animelemtime(5) = 9
Stateno = 1012
ID = 1012
Pos = 80,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1 = animelemtime(5) = 12
Stateno = 1012
ID = 1012
Pos = 90,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State -2]
Type     = Helper
trigger1 = animelemtime(5) = 16
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[state 6500,1]
type = EnvShake
trigger1       = animelem = 5
time = 20
ampl = -23
freq = 105
phase = 105

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 5
value = 1010, 1
freqmul = 0.75

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 5
value = 1, 7

[State 1000, 音を鳴らす]
type = null;PlaySnd
trigger1       = animelem = 4
value = 1, 5

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 100, 4]
type           = Explod
trigger1 = animelem = 4
anim           = 6600
sprpriority    = 10
postype        = p1
pos            = 37,0
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State -3,]
type = Varadd
trigger1 = animelemtime(4) >= 11
v = 21
value = -15
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varset
trigger1 = animelemtime(7) <= 0
v = 9
value = 0
IgnoreHitPause = 1

[Statedef 1012]
type    = A
movetype= A
physics = N
velset = 2,0
anim = 6500
ctrl = 0
sprpriority = 9

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

[State 220, ヒット定義]
type = HitDef
trigger1 = root,var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 29, 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 15
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = -1
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -6,-3
air.hittime = 21
fall = 1
fall.recover = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = root,var(20) = 10
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 32, 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 15
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = -1
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
air.hittime = 21
fall.recover = 0
p2stateno = 700

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State 2593, 自己消滅]
type = trans
trigger1 = 1
trans = add

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

[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 4

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time%3 = 1
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 3
animtype = medium
guardflag = MA
hitflag = M
priority = 7, Hit
pausetime = 5, 5
guard.pausetime = 5, 10
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 7,-3
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = 7,-2
fall.recovertime = 22
guard.velocity = -3
air.hittime = 19
fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = C, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = L
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 5,-3
airguard.velocity = -2.4,-1.2
air.type = Low
air.velocity = 5,-2
fall.recovertime = 22
guard.velocity = -3
air.hittime = 19
fall = 1
fall.recover = 1
p2stateno = 702

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0


[State 840,0]
type = PlayerPush
trigger1 = animelemtime(7) <= 0
value = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 1
value = 1010, 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 5
value = 100, 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelemtime(6) >= 0
trigger1       = animelemtime(7) <= 0
trigger1       = time%2 = 1
value = 1, 5
freqmul = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 5
value = 1020, 0

[State 100, 4]
type           = Explod
trigger1= animelemtime(5) >= 0
trigger1= animelemtime(7) <= 0
trigger1= time%4 = 1
anim           = 1022
sprpriority    = 10
postype        = p1
pos            = 87,-5
scale          = 0.5,0.5 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 320, 減速]
type = velset
trigger1 = animelem = 5
x = 18

[State 320, 減速]
type = velset
trigger1 = animelem = 6
x = 25

[State 320, 減速]
type = velset
trigger1 = animelem = 7
x = 7

[State 320, 減速]
type = veladd
trigger1 = animelemtime(5) >= 5
x = 0.72

[State -3,]
type = Varset
trigger1 = animelemtime(6) <= 10
v = 9
value = 0
IgnoreHitPause = 1

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 900]
Type = Helper
trigger1       = animelemtime(6) >= 0
trigger1       = animelemtime(7) <= 0
trigger1       = time%6 = 1
trigger2       = animelemtime(6) = 0
Stateno = 1021
ID = 1021
Pos = -10,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 900]
Type = Helper
trigger1       = animelemtime(6) >= 0
trigger1       = animelemtime(7) <= 0
trigger1       = time%4 = 1
;trigger2       = animelemtime(6) = 0
Stateno = 1022
ID = 1022
Pos = -10,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
Size.XScale = 0.5
Size.YScale = 0.5

[Statedef 1021]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1021
ctrl = 0
sprpriority = 3

[State 100, 4]
type           = Explod
trigger1= animelem = 1
anim           = 1021
sprpriority    = 3
postype        = p1
pos            = -40,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add


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

[State 2593, 自己消滅]
type = trans
trigger1 = 1
trans = add

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

[Statedef 1022]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1023
ctrl = 0
sprpriority = 3

[State 100, 4]
type           = Explod
trigger1= animelem = 1
anim           = 1024
sprpriority    = 4
postype        = p1
pos            = 0,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add

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

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = animelem = 1
Value = 40

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 5
guard.pausetime = 0, 15
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1020,1
guardsound = S120, 0
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -10,-4
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -10,-4
air.hittime = 21
fall = 1
fall.recover = 1
fall.recovertime = 12
palfx.time = 40
palfx.add = 180,180,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,10
palfx.invertall = 1

[State -3,]
type = parentVaradd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1       = animelem = 1
value = 1020, 0
freqmul= 2

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

[State 2593, 自己消滅]
type = trans
trigger1 = 1
trans = add

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

[State -2]
Type     = Helper
triggerall = numhelper(8600) <= 10
trigger1 = movehit
Stateno  = 8600
ID       = 8600
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[state 6500,1]
type = EnvShake
trigger1       = animelem = 1
time = 10
ampl = -13
freq = 95
phase = 95

[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 60
ctrl = 0
anim = 1050
sprpriority = 2

[State -3,]
type = Varset
trigger1 = animelemtime(7) <= 0
v = 9
value = 0
IgnoreHitPause = 1

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1010, 2
freqmul = 0.75

[State 100, 4]
type           = Explod
trigger1 = animelem = 5
anim           = 6200
sprpriority    = 4
postype        = p1
pos            = -25,-16
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add
supermovetime = 9999
pausemovetime = 9999

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 2033
ID = 2033
pos = 126,-33
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.015
size.Yscale = 0.15
supermovetime = 9999
pausemovetime = 9999

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 2033
ID = 2033
pos = 86,-33
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.02
size.Yscale = 0.2
supermovetime = 9999
pausemovetime = 9999

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 2033
ID = 2033
pos = 46,-33
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.025
size.Yscale = 0.25
supermovetime = 9999
pausemovetime = 9999

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 3

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 3000, 4

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA ;立ち通常打撃（Standing, Normal Attack）
damage = 177, 20
animtype = Hard
guarddist = 0 
hitflag = MAF
priority = 7, Hit
pausetime = 10, 25
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8502
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State -2]
Type     = Helper
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

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

[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 60
ctrl = 0
anim = 1060
sprpriority = 2

[State a]
type = Explod
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(5) <= 0
;trigger1 = (GameTime%2) = 0
anim = 6801
sprpriority = 16
postype = p1
pos = 50 + (random%60),-10
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -7+ ((random%20)*0.1),-3+ ((random%20)*0.1)
accel = 0.03,-0.07
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(5) <= 0
anim = 6801
sprpriority = 16
postype = p1
pos = 50 + (random%60),-10
scale = 0.5,0.5 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -7+ ((random%20)*0.1),-3+ ((random%20)*0.1)
accel = 0.03,-0.07
;ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 1000]
type = Helper
trigger1 = animelemtime(2) = 0
stateno = 1061
id = 1061
helpertype = normal
pos = -3,-46
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(2) = 0
stateno = 1061
id = 1062
helpertype = normal
pos = 0,-50
postype = P1
keyctrl = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = animelemtime(2) = 0
stateno = 1061
id = 1061
helpertype = normal
pos = 0,-54
postype = P1
keyctrl = 0
ownpal = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 7
freqmul = 1.2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 7
freqmul = 1.5

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4
freqmul = 0.8

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 3000, 4

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = A, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 47, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 20
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 0
guardsound = S120, 1
guard.sparkno = S8300
;ground.type = trip
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5.5,-5
airguard.velocity = -6.9,-2.6
air.type = High
air.velocity = -6.9,-4.6
air.hittime = 15
fall = 1
fall.recover = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = A, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 57, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 6
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 0
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-11
fall.recovertime = 22
air.hittime = 15
air.fall = 1
fall.recover = 1
p2stateno = 700

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8502
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 1130, 0
ignorehitpause = 1
persistent = 0

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

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

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 710

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

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

[Statedef 1061]
anim = 7201
SprPriority = 0

[State 7224]
Type = SprPriority
Trigger1 = animelemTime(7) <= 0
Value = 5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = -27
Scale = 2,0.35

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

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 100 , 100
PalAdd         = 0 , 0 , 0
PalMul      = .80,.80,.80

[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0


[Statedef 1070]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1070
sprpriority = 2

[State 1000]
type = Helper
trigger1 = animelemtime(5) = [0,4]
stateno = 1065
id = 1065
helpertype = normal
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State -3,]
type = Varset
trigger1 = time = 0
v = 9
value = 0
IgnoreHitPause = 1

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3100, 0
freqmul = 0.75

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1020, 0

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 6

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1070, 0
freqmul = 0.75

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1070, 0
freqmul = 0.9

[State 100, 4]
type           = Explod
trigger1 = animelem = 5
anim           = 1071
sprpriority    = 4
postype        = p1
pos            = 0,10
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = animelem = 5
anim           = 6600
sprpriority    = 4
postype        = p1
pos            = 0,0
scale          = 1.7,0.3 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = animelem = 5
anim           = 6601
sprpriority    = 4
postype        = p1
pos            = 0,0
scale          = 1.7,0.3 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[state 6500,1]
type = EnvShake
trigger1       = animelem = 5
time = 20
ampl = -23
freq = 95
phase = 95

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

[Statedef 1065]
type = A
movetype = A
physics = N
anim = 1061
ctrl = 0
sprpriority = 10

[State 210, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 20, 2
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0, 5
getpower = 6,1
givepower = 5,0
sparkno = S8200
guard.sparkno = S8400
sparkxy = -15, -30
hitsound = S1020, 1
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
palfx.time = 40
palfx.add = 180,180,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,10
palfx.invertall = 1

[State -2]
Type     = Helper
triggerall = numhelper(8600) <= 10
trigger1 = movehit
Stateno  = 8600
ID       = 8600
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[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 = -0.8

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y <= 4
y = 0.8

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist X >= 0
trigger1 = Time >= 10
x = 0.3

[State 346, VelAdd]
type = null;VelAdd
trigger1 = P2BodyDist X <= 0
trigger1 = Time >= 10
x = -0.3

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = -6+random%8
y = -8-random%6

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = add
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 40 , 40 , 70
PalAdd         = 0 , 0 , 0
PalMul      = .80,.80,.80

[State 346, Explod]
type = Explod
trigger1 =  1
anim = 6800
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 > 120
Trigger2 = !(ScreenPos X = [-100,420])




[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1100
sprpriority = 2

[State 900]
Type = Veladd
Trigger1 = Time = 0
x = 12.5

[State 100, 4]
type           = Explod
trigger1 = animelem = 3
anim           = 7200
sprpriority    = 4
postype        = p1
pos            = -5,-50
scale          = 1,1 
bindtime       = 6
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 3000, 4

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 15
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -2,-7
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-7
air.hittime = 15
fall = 1
fall.recover = 0

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 6
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-11
fall.recovertime = 22
air.hittime = 15
air.fall = 1
fall.recover = 1
p2stateno = 700

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 710

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0


[State 215, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value =1101

[Statedef 1101]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 620
sprpriority = 2

[State 193, Gravity]
Type = Gravity
Trigger1 = 1

[State 100, 4]
type           = Explod
trigger1 = animelem = 1
anim           = 6904
sprpriority    = 4
postype        = p1
pos            = 40,-45
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 900]
Type = VelSet
Trigger1 = Time = 0
Y = -10.5

[State 900]
Type = Veladd
Trigger1 = Time = 0
x = 3;.5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 3000, 4

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 57, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 16
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1.5,-5.3
fall.recovertime = 32
air.hittime = 20
air.fall = 1
fall.recover = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 10
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 67, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 6
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-11
fall.recovertime = 22
air.hittime = 15
air.fall = 1
fall.recover = 1
p2stateno = 700

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 700
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 710

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 2591, 着地]
type = ChangeState
trigger1 = Pos Y > -4
trigger1 = AnimElemTime(9) >= 0
value = 52
ctrl = 1

[State 600, コントロール]
type = CtrlSet
trigger1 = animelemTime(9) >= 0
value = 1


[Statedef 1120]
type    = A
movetype= A
physics = N
poweradd= 15
ctrl = 0
anim = 1120
sprpriority = 2

[State 2590, 上方]
type = Helper
trigger1 = AnimElemTime(1) = 1
stateno = 2030
ID = 2030
pos = 0,-20
ownpal = 0
ignorehitpause = 1
persistent = 0
size.xscale = 0.075
size.Yscale = 0.75

[State a]
type = Explod
trigger1 = animelemtime(3) <= 0
anim = 6800
sprpriority = 16
postype = p1
pos = 0 - (random%10),-40 + (random%20)
scale = 0.3,0.3 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
accel = 0.21, 0
vel = -7 + (random%3),-2 + (random%4)
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = animelemtime(3) <= 0
anim = 6800
sprpriority = 16
postype = p1
pos = 0 - (random%10),-40 + (random%20)
scale = 0.2,0.2 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
;ignorehitpause = 1
accel = 0.21, 0
vel = -7 + (random%3),-2 + (random%4)
;pausemovetime = 999999999999999
;supermovetime = 999999999999999
trans = add

[State 5050, 3]
type = trans
trigger1 = animelemtime(3) <= 0
trans = add

[State -2]
Type     = Helper
trigger1 = p2BodyDist Y = [-180,250]
trigger1 = p2BodyDist X >= -280
trigger1 = animelemtime(3) = 0
Stateno  = 1121
ID       = 1121
pos =  0,0
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 

[State 5050, 3]
type = Gravity
trigger1 = animelemtime(3) >= 10

[State 900]
Type = Velset
trigger1 = time = 0
y = 0

[State 900]
Type = VelSet
Trigger1 = Time = 0
X = 100

[State 900]
Type = Velset
trigger1 = animelemtime(3) = 0
x = 4

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 3000, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 3000, 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 0
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 1

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


[Statedef 1121]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1121
sprpriority = 2

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 47, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 7
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702
p2facing = 1

[State 100, 4]
type           = Explod
trigger1 = movehit
anim           = 7401
sprpriority    = 10
postype        = left
pos            = 0,0
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ontop = 1
ignorehitpause = 1
removeongethit = 1
trans = add
persistent = 0
supermovetime = 25
pausemovetime = 25

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8502
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 5;9999
pausemovetime = 5;9999

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 702
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 800, 0
persistent = 0
supermovetime = 9999
pausemovetime = 9999


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

[State -3,]
type = parentVaradd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0



[Statedef 1130]
type    = A
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1130
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1       = Time = 1
anim           = 7700
sprpriority    = 4
postype        = p1
pos            = -35,2
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 900]
Type = Veladd
Trigger1 = Time = 0
x = 13.5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 1

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 65, 3
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 20
getpower = 50,4
givepower = 5,0
sparkno = S8200
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S1130, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 25
ground.hittime  = 16
ground.velocity = -20
airguard.velocity = -20.9,-1.6
air.type = High
air.velocity = -6,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44
p2stateno = 1131

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 1020, 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 3100, 2
ignorehitpause = 1
persistent = 0

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

[State -3,]
type = Varadd
trigger1 = movehit
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 710

[State -3,]
type = Varadd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

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


[Statedef 1131];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 = 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 = 1132

[Statedef 1132]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5050, 4] ;Recover near ground
type = selfState
;triggerall = Vel Y > 0
;triggerall = Pos Y >= -20
triggerall = alive
trigger1 = time >= 28
trigger1 = Command = "recovery" || Command = "a" || Command = "b" || Command = "c" || Command = "x" || Command = "y" || Command = "z"
value = 5210 ;HITFALL_RECOVER
ctrl = 1

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

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

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

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

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

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

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

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

[State 222, 速度]
type = velset
trigger1 = Time = 10
x = 1.5
y = -7.8

[State 222, 速度]
type = veladd
trigger1 = Time > 10
y = .5

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



[Statedef 1140]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 15
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 1140

[State 900]
Type = Veladd
Trigger1 = animelem = 3
x = 8

[State 800, 1]
type = HitDef
Trigger1 = time = 30
;Trigger1 = p2stateno != [120,159];150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, ST
hitflag = M
priority = 5, hit
sparkno = -1
p2facing = 1
p1stateno = 1141       ;自分のステート変更
p2stateno = 1146       ;相手を制御するステートに行かせる
;guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
getpower = 10,2

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

[Statedef 1141]
type    = S
movetype= A
physics = N
anim = 1141
ctrl = 0
sprpriority = 1
velset = 0,0

[State -3,]
type = Varset
trigger1 = 1
v = 9
value = 0
IgnoreHitPause = 1

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

[State 601]
type = targetbind
Trigger1 = animelem = 1
pos = 26,0

[State 601]
type = targetbind
Trigger1 = animelem = 2
pos = 10,0

[State 601]
type = targetbind
Trigger1 = animelem = 3
pos = 3,0

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

[State 601]
type = targetbind
Trigger1 = animelem =5
pos = 40,0

[State 601]
type = targetstate
Trigger1 = animelemtime(4) <= 2
value = 1146

[State 601]
type = targetstate
Trigger1 = animelemtime(5) = 0
value = 1147

[State 100, 4]
type           = Explod
trigger1 = animelem = 14
anim           = 6903
sprpriority    = 4
postype        = p1
pos            = 72,-33
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 14
value = 0, 3

[State 220, ヒット定義]
type = HitDef
trigger1 = var(20) = 1
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 40, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7, 7
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
fall.recover = 1
p2stateno = 1145
envshake.time = 18
envshake.ampl = 25
envshake.freq = 110
envshake.phase = 110
kill = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

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

[State 220]
type = pause
trigger1 = movehit
time = 5
movetime = 1
ignorehitpause = 1
persistent = 0

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime >= 0
value = 1142
ctrl = 0


[Statedef 1142]
type    = S
movetype= A
physics = N
anim = 1142
ctrl = 0
sprpriority = 1

[State -3,]
type = Varset
trigger1 = 1
v = 9
value = 0
IgnoreHitPause = 1

[State 601]
type = targetstate
Trigger1 = time%4 = 1
value = 1145

[State 100, 4]
type           = Explod
Trigger1 = time%4 = 1
anim           = 6903
sprpriority    = 4
postype        = p1
pos            = 52,-68+random%68
scale          = 1,1 
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = time%4 = 1
value = 0, 3

[State 220, 音を鳴らす]
type = PlaySnd
Trigger1 = time%4 = 1
value = 1, 2

[state a];ヒット数
type = hitadd
Trigger1 = time%4 = 1
value  = 1

[State 601]
type = targetlifeadd
Trigger1 = time%4 = 1
value = -10
kill = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
Trigger1 = time%4 = 1
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State 601, ステート脱出]
type = selfstate
Trigger1 = animtime = 0
Trigger1 = time >= 50
value = 1143

[Statedef 1143]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1143
sprpriority = 2

[State 900]
Type = Veladd
Trigger1 = Time = 0
x = 7.5

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 1

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 35, 2
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 22
getpower = 20,4
givepower = 5,0
sparkno = S8200
guard.sparkno = S8300
sparkxy = -15, -60
hitsound = S1130, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -9
airguard.velocity = -7.9,-1.6
air.type = High
air.velocity = -6,-4
fall.recovertime = 20
air.hittime = 17
air.fall = 1
yaccel = .44
p2stateno = 702
envshake.time = 18
envshake.ampl = 25
envshake.freq = 110
envshake.phase = 110

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 1020, 1
ignorehitpause = 1
persistent = 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = movehit
value = 3100, 2
ignorehitpause = 1
persistent = 0

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

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

[Statedef 1145]
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 = 1145+(random%2)

[State 3242, ChangeState]
Type = selfState
trigger1 = time >= 100
value = 0
ctrl = 1

[Statedef 1146]
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 = 1147

[State 3242, ChangeState]
Type = selfState
trigger1 = time >= 100
value = 0
ctrl = 1

[Statedef 1147]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1000, ]
type = Velset
trigger1 = 1
x = -2
Y = 0

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

[State 3242, ChangeState]
type = changeanim2 
trigger1 = time =0
value = 1148

[State 3242, ChangeState]
Type = selfState
trigger1 = time >= 100
value = 0
ctrl = 1

[Statedef 1150]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
anim = 1150
sprpriority = 2

[State 1000, ]
type = Explod
trigger1 = AnimElem = 13
ID = 6002
anim = 6002
Pos = 40,-35
postype = P1
ownpal = 1
sprpriority = 4
removeongethit = 1
trans = add
ignorehitpause = 1
persistent = 0
scale= 1.5,1.5

[State 900]
Type = Veladd
Trigger1 = animelem = 5
x = 6

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(12) <= 0
trigger1 = time%2 = 1
trigger2 = animelemtime(13) = 0
value = 0, 3

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(5) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(6) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(7) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(8) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(9) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(10) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(11) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(12) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 1
trigger1 = animelemtime(13) = 1
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 60, 3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 20, 20
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -8,-4
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -8,-4
fall.recovertime = 32
air.hittime = 21
fall = 1
fall.recover = 1
envshake.time = 18
envshake.ampl = 20
envshake.freq = 110
envshake.phase = 110

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(5) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(6) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(7) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(8) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(9) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(10) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(11) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(12) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 18, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 220, ヒット定義]
type = HitDef
triggerall = var(20) = 10
trigger1 = animelemtime(13) = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 50, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 7
getpower = 20,6
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-1
fall.recovertime = 22
air.hittime = 21
air.fall = 1
fall.recover = 1
p2stateno = 702

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
value = -30
absolute = 1
persistent = 0

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(5) = [0,1]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(6) = [0,2]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(7) = [0,1]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(8) = [0,2]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(9) = [0,1]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(10) = [0,2]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(11) = [0,1]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(12) = [0,2]
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
triggerall = movehit
trigger1 = animelemtime(13) = [0,3]
Stateno  = 8502
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State 220, 音を鳴らす]
type = PlaySnd
triggerall = movehit
trigger1 = animelemtime(13) = [0,3]
value = 1130, 0
persistent = 0

[State -2]
Type     = Helper
trigger1 = EnemyNear,stateno = 702
trigger1 = var(20) = 10
trigger1 = movehit
Stateno  = 705
ID       = 705
pos = 0,0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
supermovetime = 9999
pausemovetime = 9999

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(5) = [0,1]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(6) = [0,2]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(7) = [0,1]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(8) = [0,2]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(9) = [0,1]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(10) = [0,2]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(11) = [0,1]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(12) = [0,2]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = movehit
trigger1 = animelemtime(13) = [0,3]
v = 21
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(5) = [0,1]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(6) = [0,2]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(7) = [0,1]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(8) = [0,2]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(9) = [0,1]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(10) = [0,2]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(11) = [0,1]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(12) = [0,2]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0

[State -3,]
type = Varadd
triggerall = moveguarded
trigger1 = animelemtime(13) = [0,3]
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0



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

[State 651, ステート変更]
Type = ChangeState
triggerall = PalNo != 12
trigger1 = var(22) <= 0
Value = 711

[State 900]
Type = Helper
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(12) <= 0
trigger1 = time%2 = 1
Stateno = 1151
ID = 1151
Pos = 30-random%5,-35-random%30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[Statedef 1151]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1151
sprpriority = 6

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 0.6,1.4
value = -90+random%180

[State 6670, AngleDraw]
Type = AngleAdd
Trigger1 = time = 0
Value = -90+random%180

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

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


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


;三烈カンフー突き手
[Statedef 3000]
type     = A
movetype = A
physics  = N
ctrl     = 0
poweradd = -1000
anim     = 3000
sprpriority = 2

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 3000, 1

[State 1051]
type = Varset
trigger1 = time= 0
V = 11
value = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 30
Trans          = add
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 150 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HA ;立ち通常打撃（Standing, Normal Attack）
damage = 27, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-11
fall.recovertime = 22
air.hittime = 15
air.fall = 1
fall.recover = 1
p2stateno = 30199

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
Type           = AfterImage
Trigger1 = var(11) = 1
Time           = -1
Trans          = add
Length         = 5
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 150 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1051]
type = Varset
trigger1 = movehit
V = 11
value = 1

[State 1051]
type = Velset
trigger1 = animelem = 5
x = 8
y = -9

[State 1051]
type = VelAdd
trigger1  = animelemtime(5) >= 0
y = .43

[State 1051]
type = VelAdd
trigger1  = animelemtime(5) >= 0
trigger1  = animelemtime(8) <= 0
x = -0.4

[State 651, ステート変更]
Type = ChangeState
Trigger1 = var(11) = 1
Trigger1 = Time > 40
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 3010

[State 651, ステート変更]
Type = ChangeState
Trigger1 = var(11) = 0
Trigger1 = Time > 40
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52

[Statedef 3010]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3010
ctrl = 0
sprpriority = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1010, 2
freqmul = 0.75

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 35
value = 20, 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = time = 35
value = 1010, 0
freqmul = 0.6

[State 2000]
type =allPalFx
trigger1 = time = 35
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State -1]
type = assertspecial
trigger1 = time >= 35
flag = nobg
flag2 = nofg
;flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 1020]
type = SuperPause
trigger1 = time = 35
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 0
poweradd = -1000
unhittable = 1

[State 3000]
type = Explod
trigger1 = time = 35
anim = 7600
postype = p1
pos = -18,-13
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1 = time = 35
anim = 7602
postype = p1
pos = -18,-13
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add
scale = 2,2

[State -2]
Type     = Helper
trigger1 = (GameTime%2) = 1
trigger1 = time = [35,40]
Stateno  = 6010
ID       = 6010
pos = -18,-13
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 35
Stateno  = 6011
ID       = 6010
pos = -18,-13
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 35
Stateno  = 6012
ID       = 6010
pos = -18,-13
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State -2]
Type     = Helper
Trigger1 = time = 35
Stateno  = 6013
ID       = 6010
pos = -18,-13
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0
ownpal = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 65
value = 3011
ctrl = 0

[Statedef 3011]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 2

[State 100, 4]
type           = Explod
Trigger1 = time = 0
anim           = 3011
sprpriority    = 6
postype        = p1
pos = 0,0
vel = 50,0
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1= time = 7
anim           = 1021
sprpriority    = 0
postype        = p1
pos            = 114,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1= time = 5
anim           = 1021
sprpriority    = 0
postype        = p1
pos            = 77,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
scale = 0.5,0.5

[State 100, 4]
type           = Explod
trigger1= time = 3
anim           = 1021
sprpriority    = 0
postype        = p1
pos            = 0,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add
scale = 0.5,0.5

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 0
freqmul = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 4

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time >= 11
value = 3015
ctrl = 0

[StateDef 3012]
MoveType    = A
Physics     = N
Anim        = 3015
SprPriority = 3
facep2 = 1

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

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = animelem = 10
value = 3021

[State 3000, ステート変更]
type = ChangeState
trigger1 = time >= 5
value = 3013

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 0
freqmul = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 4

[State 3050, 音を鳴らす]
type = Posadd
trigger1 = time = 0
X = -200

[State 3050, 音を鳴らす]
type = Posset
trigger1 = 1
Y = 0

[State -1]
Type     = VelSet
Trigger1 = Time = 0
X        = 75
Y = 0

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

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

[Statedef 3013]
type    = S
movetype= A
physics = S
anim = 3012
ctrl = 0
sprpriority = 2

[State 100, 4]
type           = Explod
trigger1= animelem = 1
anim           = 1021
sprpriority    = 0
postype        = p1
pos            = -345,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 100, 4]
type           = Explod
trigger1= animelem = 2
anim           = 1021
sprpriority    = 0
postype        = p1
pos            = -230,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add

[State 100, 4]
type           = Explod
trigger1= animelem = 3
anim           = 1021
sprpriority    = 0
postype        = p1
pos            = -115,0
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add

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

[state a];ヒット数
type = hitadd
trigger1 = time = 0
value  = 1

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = time = 0
value = -14
kill = 0

[State -2]
Type     = Helper
trigger1 = animelem = 1
Stateno  = 8501
ID       = 8501
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 810, 振り返る]
type = null;Turn
trigger1 = time = 0

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 3000, 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 3000, 0

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 9
value = 3000, 3

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1010, 2
freqmul = 0.75

[state a];ヒット数
type = hitadd
trigger1 = animelem = 9
value  = 1

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = animelem = 9
value = -105

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = animelem = 9
value = 3022

[State 100, 4]
type           = Explod
trigger1 = animelem = 9
anim           = 6301
sprpriority    = 6
postype        = p1
pos            = -18,-15
scale          = 0.5,0.5
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State -1]
Type           = AfterImage
trigger1 = animelem = 10
Time           = 1

[State -1]
Type     = VelSet
Trigger1 = Time = 0
X        = 6
Y = 0

[State -1]
Type     = VelSet
Trigger1 = animelemTime(6) = 0
X        = 3

[State -1]
Type     = VelSet
Trigger1 = animelemTime(7) = 0
X        = 0

[State -2]
Type     = Helper
trigger1 = animelem = 9
Stateno  = 8501
ID       = 8501
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 346, Explod]
type = Explod
trigger1 = animelem = 9
ID       = 8705
anim = 8705
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
scale = 1.5,1.5
bindtime = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 10
ignorehitpause = 1
trans = add

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

[StateDef 3015]
MoveType    = A
Physics     = N
Anim        = 3015
SprPriority = 3
facep2 = 1

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

[State 3000, ステート変更]
type = ChangeState
trigger1 = time >= 5
value = 3016

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 0
freqmul = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 4

[State 3050, 音を鳴らす]
type = Posadd
trigger1 = time = 0
X = -200
Y = 60-(random%160)

[State -1]
Type     = VelSet
Trigger1 = Time = 0
X        = 95*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 65*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))

[State -1]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)
IgnoreHitPause = 1

[State -1]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)
IgnoreHitPause = 1

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale    = 1,1

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

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 100,250

[StateDef 3017]
MoveType    = A
Physics     = N
Anim        = 3015
SprPriority = 3
facep2 = 1

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

[State 3000, ステート変更]
type = ChangeState
trigger1 = time >= 5
value = 3018

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100, 0
freqmul = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 4

[State 3050, 音を鳴らす]
type = Posadd
trigger1 = time = 0
X = -200
Y = 80-(random%140)


[State -1]
Type     = VelSet
Trigger1 = Time = 0
X        = 95*((P2Dist X)/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))
Y        = 65*((P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))/(Abs(P2Dist X)+Abs(P2Dist Y+(EnemyNear,Const(Size.Mid.Pos.Y)))+.0000001))

[State -1]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)
IgnoreHitPause = 1

[State -1]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)
IgnoreHitPause = 1

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale    = 1,1

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

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 100,250

[StateDef 3016]
MoveType    = A
Physics     = N
SprPriority = 3
anim = 3016

[State 900]
Type = VelSet
Trigger1 = Time = 0
X = -6

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

[state a];ヒット数
type = hitadd
trigger1 = time = 0
value  = 1

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = time = 0
value = -15
kill = 0

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = time = 0
value = 3021

[State -2]
Type     = Helper
triggerall = numhelper(8501) <= 15
trigger1 = time = 0
Stateno  = 8501
ID       = 8501
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 100,250

[State 900]
Type = VelSet
Trigger1 = vel Y >= 4
Y = 6

[State 900]
Type = VelSet
Trigger1 = vel Y <= -4
Y = -4

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

[State 6100, fadeout]
type = varadd
trigger1 = time = 0
V = 11
value = 1

[State 3000, ステート変更]
type = changestate
trigger1 = var(11) >= 11
trigger1 = animtime = 0
value = 3012
ctrl = 0

[State 3000, ステート変更]
type = changestate
trigger1 = var(11) <= 10
trigger1 = animtime = 0
value = 3017
ctrl = 0

[StateDef 3018]
MoveType    = A
Physics     = N
SprPriority = 3
anim = 3016

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

[state a];ヒット数
type = hitadd
trigger1 = time = 0
value  = 1

[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = time = 0
value = -15
kill = 0

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = time = 0
value = 3020

[State -2]
Type     = Helper
triggerall = numhelper(8501) <= 15
trigger1 = time = 0
Stateno  = 8501
ID       = 8502
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 100,250

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

[State 900]
Type = VelSet
Trigger1 = Time = 0
X = -6

[State 900]
Type = VelSet
Trigger1 = vel Y >= 4
Y = 4

[State 900]
Type = VelSet
Trigger1 = vel Y <= -4
Y = -4

[State 6100, fadeout]
type = varadd
trigger1 = time = 0
V = 11
value = 1

[State 3000, ステート変更]
type = changestate
trigger1 = var(11) >= 11
trigger1 = animtime = 0
value = 3012
ctrl = 0

[State 3000, ステート変更]
type = changestate
trigger1 = var(11) <= 10
trigger1 = animtime = 0
value = 3017
ctrl = 0

[State 3000, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 3015
ctrl = 0

[Statedef 3019]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[state a]
type = PlayerPush
Trigger1 = 1
value = 0

[State 3242, ChangeState]
type = changeanim
trigger1 = time = 0
value = 5300

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

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 40
x = 0

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 60
x = 3

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 70
x = 4

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 80
x = 8

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

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

[Statedef 30199]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

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

[state a]
type = PlayerPush
Trigger1 = 1
value = 0

[State 3242, ChangeState]
type = changeanim
trigger1 = time = 0
value = 5300

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

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 40
x = 0

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 60
x = 3

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 70
x = 4

[State 1000, ]
type = Velset
Trigger1 = BackEdgeBodyDist <= 80
x = 8

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

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

[Statedef 3020]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

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

[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 = 3020+(random%2)

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

[Statedef 3021]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

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

[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 = 3023

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

[Statedef 3022]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

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

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

[State 3003, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3025

[State 3003, ChangeAnim]
type = ChangeAnim
trigger1 = anim =  3025 && animtime = 0
value = 5080

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

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

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

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

[Statedef 3100]
type     = A
movetype = A
physics  = N
ctrl     = 0
poweradd = -1000
anim     = 3000
sprpriority = 2

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 3000, 1

[State 1051]
type = Varset
trigger1 = time= 0
V = 11
value = 0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = 30
Trans          = add
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 150 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HA ;立ち通常打撃（Standing, Normal Attack）
damage = 30, 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
getpower = 10,2
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1, 2
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -2,-11
fall.recovertime = 22
air.hittime = 15
air.fall = 1
fall.recover = 1
p2stateno = 3019

[State -2]
Type     = Helper
triggerall = numhelper(8500) <= 15
trigger1 = movehit
Stateno  = 8500
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 1 
supermovetime = 9999
pausemovetime = 9999
Size.XScale = 0.5
Size.YScale = 0.5

[State -1]
Type           = AfterImage
Trigger1 = var(11) = 1
Time           = -1
Trans          = add
Length         = 15
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 100 , 150 , 250
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 1051]
type = Varset
trigger1 = movehit
V = 11
value = 1

[State 1051]
type = Velset
trigger1 = animelem = 5
x = 8
y = -9

[State 1051]
type = VelAdd
trigger1  = animelemtime(5) >= 0
y = .43

[State 1051]
type = VelAdd
trigger1  = animelemtime(5) >= 0
trigger1  = animelemtime(8) <= 0
x = -0.4

[State 651, ステート変更]
Type = ChangeState
Trigger1 = var(11) = 1
Trigger1 = Time > 40
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 3110

[State 651, ステート変更]
Type = ChangeState
Trigger1 = var(11) = 0
Trigger1 = Time > 40
Trigger1 = Pos Y >= 0 && Vel Y > 0
Value = 52

[Statedef 3116]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3105
ctrl = 0
sprpriority = 10

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

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

[State -3,]
type = AttackMulSet
trigger1 = root,Var(10) > 0
trigger1 = root,Var(10) < 10
trigger1 = root,PalNo != 12
value = 1.0 - (root,var(10) * 0.06)
IgnoreHitPause = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA ;立ち通常打撃（Standing, Normal Attack）
damage = 52, 5
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 10
getpower = 0,0
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S3100,2
guardsound = S120,0
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,-15
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -5,-15
air.hittime = 21
fall = 1
fall.recover = 0
palfx.time = 70
palfx.add = 180,180,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,10
palfx.invertall = 1

[state -1]
type = null;angledraw
trigger1 = 1
scale    = 1.3,0.7

[State 1000, 5]
type = destroyself
trigger1 = animtime = 0
Trigger2 = !(ScreenPos X = [-100,420])


[Statedef 3117]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 3
velset = 0,0

[State a]
type = Explod
trigger1 = time%2 = 1
anim = 6801
id = 6801
sprpriority = 5
postype = p1
pos = 5 - (random%10),20- (random%10)
bindtime = 1
scale= 0.7,0.7
under = 0
ownpal = 1
persistent = 1
vel = 3,-6 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add
removeongethit = 1

[State 3020, Helper]
Type = Helper
Trigger1 = time = 2
PosType = P1
Pos = 30, 0
ID = 3117
StateNo = 3117
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal

[State 2389]
type = Explod
trigger1 = time = 0
anim = 3106
id = 3106
postype = p1
pos =  0,70
sprpriority = 99
supermove = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

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




[Statedef 3110]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2
facep2 = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 50, 1
animtype = medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8, 8
getpower = 0,0
givepower = 6,2
sparkno = S8100
sparkxy = -15, -70+random%41
hitsound = S1020,1
guardsound = S120, 0
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -10,-6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -10,-6
air.hittime = 21
fall = 1
fall.recover = 0


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

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 7
freqmul = 1

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 7
freqmul = 0.9

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 7
freqmul = 0.8

[State 100, 4]
type           = Explod
trigger1= animelem = 3
anim           = 3101
sprpriority    = 10
postype        = p1
pos            = 12,-25
bindtime       = -1
ownpal         = 1
ignorehitpause = 1
trans = add

[State -1]
Type           = AfterImage
trigger1 = animelem = 14
Time           = 1

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 3
time = 10
ampl = 25
freq = 100

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

[State 220, 音を鳴らす]
type = PlaySnd
trigger1= animelem = 3
value = 20, 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1= animelem = 3
value = 1010, 0
freqmul = 0.6

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

[State -1]
type = assertspecial
trigger1 = animelemtime(3) = [0,30]
flag = nobg
flag2 = nofg
;flag3 = nobardisplay
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Explod
trigger1= animelem = 3
anim = 7600
postype = p1
pos = 8,-26
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 3000]
type = Explod
trigger1= animelem = 3
anim = 7602
postype = p1
pos = 8,-26
sprpriority = 10
supermove = -1
bindtime = -1
ownpal = 1
trans = add
scale = 2,2

[State 3000]
type = Explod
trigger1= animelem = 3
anim = 6101
postype = p1
scale = 0.9,0.9
pos = 8,-26
sprpriority = 15
supermove = -1
bindtime = -1
ownpal = 1
trans = add

[State 900]
Type = Helper
trigger1 = animelem = 3
Stateno = 9500
ID = 9500
Pos      = 8,-26
PosType = P1
Keyctrl = 0
helpertype = normal
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ownpal = 0

[State -2]
Type     = Helper
trigger1 = animelemtime(3) = 10
Trigger1 = time%3 = 1
Stateno  = 6015
ID       = 6015
Pos      = 8,-26
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ownpal = 0

[State -2]
Type     = Helper
trigger1 = animelemtime(3) = 10
Trigger1 = time%3 = 1
Stateno  = 6015
ID       = 6015
Pos      = 8,-26
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ownpal = 0

[State -2]
Type     = Helper
trigger1 = animelemtime(3) = 10
Trigger1 = time%3 = 1
Stateno  = 6015
ID       = 6015
Pos      = 8,-26
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ownpal = 0

[State 900]
Type = Helper
trigger1 = animelem = 9
Stateno = 3111
ID = 3111
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1 = animelem = 3
Stateno = 3113
ID = 3113
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1 = animelem = 11
Stateno = 3116
ID = 3116
Pos = 25,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 900]
Type = Helper
trigger1 = animelem = 12
Stateno = 3116
ID = 3116
Pos = 75,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 900]
Type = Helper
trigger1 = animelem = 12
Stateno = 3116
ID = 3116
Pos = 125,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 1.25
Size.YScale = 1.25

[State 900]
Type = Helper
trigger1 = animelem = 12
Stateno = 3116
ID = 3116
Pos = 175,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 0.75
Size.YScale = 0.75

[State 900]
Type = Helper
trigger1 = animelem = 12
Stateno = 3116
ID = 3116
Pos = 225,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 0.5
Size.YScale = 0.5



[State 3020, Helper]
Type = null;Helper
trigger1 = animelem = 12
PosType = P1
Pos = 10, 0
ID = 3117
StateNo = 3117
PauseMoveTime = 9999999
supermovetime = 9999
persistent = 0
helpertype = normal


[State a]
type = Explod
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(15) <= 0
trigger1 = (GameTime%2) = 1
anim = 6802
sprpriority = 5
postype = p1
pos = 225 - (random%100),0 
scale = 0.5,0.5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-7 + (random%3)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State -1]
type = Explod
trigger1 = AnimElem = 12
anim = 4523
id = 4525
scale = 1.7,1.2
sprpriority = 8
postype = p1
pos = 175,10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State -1]
type = Explod
trigger1 = AnimElem = 12
anim = 4519
id = 4525
scale = 1.31,1
sprpriority = 8
postype = p1
pos = 175,10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
removetime = -1
trans = add
removeongethit = 1

[State -1]
type = removeExplod
trigger1 = AnimElem = 14
id = 4525

[State -1]
type = Explod
trigger1 = AnimElem = 14
anim = 4524
id = 4524
scale = 1.7,1.2
sprpriority = 9
postype = p1
pos = 175,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
trans = add

[State -1]
type = Explod
trigger1 = AnimElem = 14
anim = 4524
id = 4524
scale = 1.7,1.2
sprpriority = 9
postype = p1
pos = 175,-313
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
trans = add

[State 820, 1]
type = EnvShake
trigger1 = AnimElemtime(11) >= 0
trigger1 = AnimElemtime(14) <= 0
trigger1 = time%5 = 1
time = 5
ampl = 25
freq = 100

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 3100, 4
freqmul = 1

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 3100, 0

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 3100, 0

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 3100, 3
freqmul = 1

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

[Statedef 3111]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 3102
sprpriority = 10

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Time = 10
Pos = -11,-73
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 10
Time = 10
Pos = 53,-41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElemtime(11) >= 0
Time = 10
Pos = 15,-7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 3112
ID = 3112
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

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

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

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

[Statedef 3112]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 3102
sprpriority = 10

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 20
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 160 , 160
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 1.6-((random%4)*0.1),1.6-((random%4)*0.1)

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

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

[Statedef 3113]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 3103
sprpriority = 10

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

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 3
Value = 40
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 4
Value = 55
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 5
Value = 89
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 6
Value = 160
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 7
Value = 180
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 8
Value = 205
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 9
Value = 150
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 10
Value = 65

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 11
Value = -5

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElemtime(12) >= 0
Value = 0



[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 3
Time = 10
Pos = 12,-25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = 20,-33
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = 23,-58
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = -19,-74
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -35,-68
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 7
Time = 10
Pos = -43,-58
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 9
Time = 10
Pos = -11,-73
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 10
Time = 10
Pos = 53,-41
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElemtime(11) >= 0
Time = 10
Pos = 15,-7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 3114
ID = 3114
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

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

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

[State 2593, 自己消滅]
type = changestate
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElemtime(14) >= 0
value = 3115

[Statedef 3114]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 3103
sprpriority = 10

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

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 3
Value = 40
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 4
Value = 55
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 5
Value = 89
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 6
Value = 160
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 7
Value = 180
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 8
Value = 205
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 9
Value = 150
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 10
Value = 65

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElem = 11
Value = -5

[State 6670, AngleDraw]
Type = Angleset
Trigger1 = Root,Anim = 3100
Trigger1 = Root,AnimElemtime(12) >= 0
Value = 0

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

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 20
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 160 , 160
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70

[State 6670, AngleDraw]
Type = AngleDraw
Trigger1 = 1
scale = 1.3-((random%3)*0.1),1.3-((random%3)*0.1)

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

[State 2593, 自己消滅]
type = destroyself
Trigger1 = Root,Anim = 3100
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElemtime(14) >= 0

[Statedef 3115]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 3104
sprpriority = 10

[State 6670, AngleDraw]
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          = Add
Length         = 20
TimeGap        = 2
FrameGap       = 2
PalBright      = 0 , 0 , 0
PalContrast    = 160 , 160 , 160
PalAdd         = 0 , 0 , 0
PalMul      = .70,.70,.70


[State 2593, 自己消滅]
type = destroyself
Trigger1       = animTime = 0

[Statedef 3200]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1120
sprpriority = 2
poweradd = -1000

[State 5050, 3]
type = trans
trigger1 = animelemtime(3) <= 0
trans = add

[State -2]
Type     = Helper
trigger1 = p2BodyDist Y = [-180,250]
trigger1 = p2BodyDist X >= -280
trigger1 = animelemtime(3) = 0
Stateno  = 3201
ID       = 3201
pos =  0,0
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 

[State 5050, 3]
type = Gravity
trigger1 = animelemtime(3) >= 10

[State 900]
Type = Velset
trigger1 = time = 0
y = 0

[State 900]
Type = VelSet
Trigger1 = Time = 0
X = 100

[State 900]
Type = Velset
trigger1 = animelemtime(3) = 0
x = 4

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

[State 220, 音を鳴らす]
type = null;PlaySnd
trigger1 = animelem = 1
value = 3000, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 3000, 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 0
freqmul = 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 100, 1

[State 2591, 着地]
type = ChangeState
trigger1 = helper(3201),movehit
value = 3205

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


[Statedef 3201]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1121
sprpriority = 2

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 0, 10
animtype = Hard
guardflag = MA
hitflag = MAFL
priority = 7, Hit
pausetime = 7, 7
givepower = 6,2
sparkno = -1
sparkxy = -15, -70+random%41
hitsound = -1
guardsound = S120, 1
guard.sparkno = S8300
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -4,-3
fall.recovertime = 22
air.hittime = 21
p2stateno = 3206
;p2facing = 1
numhits = 0


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

[State -3,]
type = parentVaradd
trigger1 = moveguarded
v = 22
value = -1
IgnoreHitPause = 1
persistent = 0


[Statedef 3205]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3201
sprpriority = 2

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

[State 6300]
type = Turn
trigger1 = P2Dist X > 0
trigger1 = time <= 2

[State 3241]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 7400
postype = left
pos = 0,0;ifelse(facing=-1,0,-320),0
scale = 0.5,0.5
sprpriority = -9999999999
bindtime = -1
removetime = -1
removeongethit = 1
ID = 7400
ownpal = 1

[State a]
type = Explod
trigger1 = animelemtime(1) <= 100
trigger1 =time%9 = 1
anim = 6802
ID = 7400
sprpriority = 999
postype = right
pos = 20 - (random%18),240 - (random%240)
scale = 0.4,0.4 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
accel = -0.005, -0.01
vel = -5 - (random%2),1.5 - (random%3)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 3240]
type = AssertSpecial
trigger1 = animelemtime(1) <= 100
flag = nobardisplay
;flag2 = nomusic
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 3240]
type = AssertSpecial
trigger1 = animelemtime(1) <= 100
trigger1 = 1
flag = nobg
flag2 = nofg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 00]
type = allPalfx
trigger1 = time =0
time = 10
add = 250,250,250
sinadd = -250,-250,-250,40

[State 00]
type = allPalfx
trigger1 = time = 100
time = 30
add = 250,250,250
sinadd = -250,-250,-250,120

[State 2000]
type = removeexplod
trigger1 = time = 101
id = 7400

[State -2]
type = PalFX
trigger1 = animelemtime(1) <= 100
time = 1
add = -255,-255,-200

[State 5050, 3]
type = Gravity
trigger1 = animelemtime(1) >= 100

[State 900]
Type = posset
trigger1 = time = 0
X = 100

[State 900]
Type = Velset
trigger1 = time = 0
y = 0

[State 900]
Type = VelSet
Trigger1 = Time <= 2
X = 0.2

[State 900]
Type = Velset
trigger1 = animelemtime(2) = 0
x = 1

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 =time = 80
value = 0, 3

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 =time = 80
value = 3000, 4

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 =time = 80
value = 3000, 2

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 =time = 100
value = 1, 6

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 =time = 80
value = 3000, 0

[State 220, 音を鳴らす]
type = PlaySnd
trigger1 =time = 100
value = 800, 0

[State 2591, 着地]
type = ChangeState
trigger1 = Pos Y > -4
trigger1 = AnimElemTime(2) >= 0
value = 52
ctrl = 1

[state a]
type = targetstate
trigger1 = time = 100
value = 702

[state a]
type = targetlifeadd
trigger1 =time = 100
value  = -68
kill = 1

[State 100, 4]
type           = Explod
trigger1 =time = 100
anim           = 7401
sprpriority    = 10
postype        = left
pos            = 0,0
scale          = 1,1 
bindtime       = -1
ownpal         = 1
ontop = 1
ignorehitpause = 1
removeongethit = 1
trans = add
persistent = 0
supermovetime = 25
pausemovetime = 25

[State -2]
Type     = Helper
trigger1 =time = [80,100]
trigger1 =time%4 = 1
Stateno  = 8502
ID       = 8500
pos = -10 + (random%10),-60 + (random%20)
PosType  = P2
Keyctrl  = 0
IgnoreHitPause = 1
ownpal = 1 
supermovetime = 5;9999
pausemovetime = 5;9999

[state a]
type = targetlifeadd
trigger1 =time = [80,100]
trigger1 =time%4 = 1
value  = -23
kill = 0

[state a];ヒット数
type = hitadd
trigger1 =time = [80,100]
trigger1 =time%4 = 1
value  = 1

[Statedef 3206]
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 900]
Type = posset
trigger1 = time = 0
X = -110

[State -2]
type = PalFX
trigger1 = 1
time = 1
add = -255,-255,-200

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

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

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

[State 222, 相手ステートに戻す]
type = SelfState
trigger1 = Time > 200
value = 5100

;===========================================================================
;---------------------------------------------------------------------------
; 同人格闘ゲーム『メルティブラッド』よりボタン１個で出せる、
; 相手の攻撃を受け流す防御システム。初代無印版に近い仕様にしてます。
; 複数のテクニックの組み合わせで再現出来る。
;
; これを応用して、ストリートファイターⅢの『ブロッキング』、
; 餓狼MOTWの『ジャストディフェンス（ＥＦＺのリコイルガード）』も再現出来る。
;---------------------------------------------------------------------------
;シールド（特殊行動）
[Statedef 701] 
type     = U ;前のステートの状態を引き継ぐ
movetype = I
physics  = N
ctrl     = 0
anim     = ifelse(StateType=A,705,ifelse(StateType=C,703,701))

[State 701, 状態変更];自分の状態や体勢などを変えるコントローラ
type = StateTypeSet
trigger1 = StateType = A ;自分が今「空中」の状態なら、
Physics = A              ;「物理的な体勢」を「Ａ」にする。自動で重力が掛かるようになるし、
                         ;「Pos Y」が「0以上」になれば強制的に「着地ステート（[Statedef 52]）」になる。

;こちらは相手のHitDef用
[State 701, 受け止め定義];（※８）
type = ReversalDef
trigger1 = Time = 0
reversal.attr = SCA, AA,AP              ;受け止める相手の攻撃属性を指定
;reversal.attr = SCA, NA,SA,HA,NP,SP,HP ;（↑と意味は同じ）
pausetime     = 0,14
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,0
P1StateNo     = 702

;こちらは相手のProjectile用
[State 701, 食らい上書き];（※９）
type = HitOverRide
trigger1 = Time = [0,13]
time = 1
attr = SCA, AA,AP              ;上書き出来る相手の攻撃属性を指定
;attr = SCA, NA,SA,HA,NP,SP,HP ;（↑と意味は同じ）
;forceair = 1                  ;上書きしたら「空中状態」にするか否か（デフォルトは０）
stateno = 702                  ;上書き先のステート
;slot = 0                      ;このHitOverRideのスロットナンバー（デフォルトは０）
IgnoreHitPause = 1

[State 701, 画像の色]
type = PalFX
trigger1 = Time = 0
time = 13
add = 20,70,150
sinadd = 64,32,5,3

[State 701, 軸位置]
type = PosSet
trigger1 = StateType != A
y = 0

[State 701, 移動速度]
type = VelSet
trigger1 = StateType != A
x = 0
y = 0

[State 701, ステート変更]
type = ChangeState
trigger1 = (StateType != A) && (AnimTime = 0)
trigger2 = (StateType = A) && (Time > 19)
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1

;---------------------------------------------------------------------------
; ※８：ReversalDef
;
; 　攻撃判定ボックス（Clsn1）の設置はHitDefを有効にするためだけでなく、
; 　相手の攻撃を受け止める判定を設ける『ReversalDef』にも使う。
;
; 　実際に攻撃を受け止めるには、「attr」の代わりに
;　「reversal.attr」のパラメータを使い、受け止める相手の攻撃属性を指定する。
; 　それ以外はHitDefと設定の仕方が一緒。
;
; 　ReversalDefの設置について二つ注意する事がある。
;
; 　まず、ReversalDefは『Projectileを受け止める事は出来ない』。
; 　あくまでもこのコントローラは「HitDefを受け止めるもの」であるため。
; 
; 　そしてそのHitDefに関係するもう一つの注意点。
;
;　「HitDefを使っている攻撃用ヘルパー」を受け止める場合、
; 　ReversalDefにP2StateNoを設置していたならば
;　『そのヘルパーがそのステートに変わり、相手キャラに分身してしまう』。
; 　波動拳の気弾などのエフェクトにヘルパーを使っていた場合は明らかにバグになる。
;　「受け止める目標がヘルパーになってしまった場合に、分身するバグを回避する方法」
; 　を自分・相手両方共に駆使する必要がある。コンプリートゲームなら楽だけどね。
;
; 　ちなみに、『MoveReversed』というトリガーは
;　「相手のReversalDef」に「自分のHitDef」が受け止められた時間を計測するトリガー。
; 　逆に「自分のReversalDef」で相手の攻撃を受け止めた事を判断する場合は、
; 　なぜか「MoveHit」が使える。なんでか教えてよエレクバイト先生！（コラ
; 　まぁReversalDefも「攻撃判定を定義する」系統だからなんだろうけどね。
;
;---------------------------------------------------------------------------
; ※９：HitOverRide
;
; 　この命令はその名の如く、攻撃を食らった時
;　『食らい状態を任意のステートで上書きする事が出来る』命令。
; 　これの応用で『ブロッキング』なども作る事が出来る。
;
; 　しかし相手のHitDefに「P2StateNo」がある場合、自分がHitOverRideで
; 　食らい動作を上書き出来る状態なら『その攻撃を食らう事が出来なくなる』ので注意。
;
;---------------------------------------------------------------------------
;シールド成功
[Statedef 702]
type     = U
movetype = I
physics  = N
ctrl     = 0
velset   = 0,0
anim     = ifelse(StateType=A,706,ifelse(StateType=C,704,702))

[State 702, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 1, 1

[State 702, 状態変更]
type = StateTypeSet
trigger1 = StateType = A
Physics = A
IgnoreHitPause = 1

[State 702, ライフ増減]
type = LifeAdd
trigger1 = Time = 0
value = 10 ;ライフが１０ポイント回復
IgnoreHitPause = 1

[State 702, 時間停止];自分も相手も制限時間も一時的に止める（ポーズ）
type = Pause
trigger1 = Time = 0
time = 13      ;ポーズする時間（フレーム）
movetime = 13  ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
IgnoreHitPause = 1

[State 702, コントロール]
type = CtrlSet
trigger1 = Time = 14
value = 1

[State 702, 画面全体の色]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255 ;画面全体を塗り潰す色合い（赤,緑,青）
time = 1

[State 702, 軸位置]
type = PosSet
trigger1 = StateType != A
y = 0

[State 702, 移動速度]
type = VelSet
triggerall = StateType = A
trigger1 = Time = [0,13]
x = 0
y = 0

[State 702, ステート変更]
type = ChangeState
trigger1 = (StateType != A) && (AnimTime = 0)
trigger2 = (StateType = A) && (Time > 19)
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
; 木の板を投げる飛び道具技。どこかで似たのを見た事があるのは気のせいだ（ﾏﾃｺﾗ
;
; 攻撃判定のあるオブジェクトを発射する命令である『Projectile』を使う。
; ただし、Win版ではキャラ本体がPalFXで色が変わると
;『Projectileも一緒に色が変わってしまう』というバグが発生する。
; ownpalを付けても無駄。
;
; ちなみに、なぜProjectileの発射物に食らい判定（Clsn2）も付いてるのか？
;「相手のProjectile」と「自分のProjectile」が衝突した場合、
;『相殺（互いに打ち消される事）』させるために付けている。
; 自分のや相手のに無ければ当然すり抜ける。
;
; 他に、変数の面白い使い方をしている。「トリガーの代入」を利用して、Var(5)の値が
;「０フレーム目の瞬間Ｂボタンが押されていたら１、それ以外なら０」になるように設定。
; このVar(5)を他のコントローラ・トリガー・パラメータで呼び出せば、
;『一つのステートだけで必殺技の強弱が付けられるようになる』という処理を実行出来る。
; 値が１になった場合に板投げ以外になれば、０にリセットする処理も
;『常時監視ステート（－２）』にて設定しているので、そっちも見忘れないでね。
;
; 一つのステートで強弱が付けられるテクニック、これ悪咲さん方式（爆
;---------------------------------------------------------------------------
;板投げ（必殺技）
[Statedef 1300]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 2

[State 1300, 変数];Ｂボタンが押されたら１、それ以外なら０
type = VarSet
trigger1 = Time = 0
v = 5                   ;変数用パラメータの記述方法その２
value = (command = "b") ;（その１はコマンドファイルにて）

[State 1300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)
player = 30,0 ;相手を押す幅を変える（黄緑の線）
edge = 48,0   ;画面端を押す幅を変える（オレンジの線）

[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0

[State 1300, ヘルパーを出す];放り投げるまでの板（※１０）
type = Helper
trigger1 = AnimElemTime(2) = 0
Persistent = 0
name = "Wood-Board"
stateno = 1301
pos = -5,-60
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 2
size.yscale = 2
ID = 1300

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
trigger1 = AnimElem = 7
attr = S, SP ;立ち必殺飛び道具（Standing, Special Projectile）
damage = ceil(70+var(5)*10),7 ;Var(5)をここなどに代入すれば活かされる
getpower = 30,10
animtype = Hard
pausetime = 0,12
;-----------------------------------Projectile専用のパラメータ
offset = 75,-77                ;飛び道具を発射する位置（Ｘ軸,Ｙ軸）
velocity = ceil(4+var(5)*2),-3 ;飛び道具の移動速度（Ｘ軸,Ｙ軸）
accel = 0,0.4                  ;飛び道具の加速度(float)（Ｘ軸,Ｙ軸）
projID = 1302                  ;飛び道具のＩＤナンバー（NumProjIDなどで判断）
projanim = 1302                ;飛び道具のアニメ（アクションナンバー）
projhitanim = 1303             ;飛び道具がヒットした時のアニメ（アクションナンバー）
projremanim = 1303             ;飛び道具が消える時のアニメ（アクションナンバー）
projscale = 2,2                ;飛び道具の大きさ（Ｘ軸,Ｙ軸）※現在２倍
projshadow = 0,0,0             ;飛び道具の影の色合い（赤,緑,青）※現在影無し
projhits = 1                   ;飛び道具のヒット数（２以上なら多段ヒットになる）
projmisstime = 1               ;飛び道具の連続でヒットしない間隔　※projhitsが２以上の時のみ
projpriority = 3               ;飛び道具の攻撃優先度・相手のProjectileよりも高いと消しながら進む
projremovetime = -1            ;飛び道具の消えるまでの時間（フレーム）※-1なら当たるか画面外に出るまで消えない
;-----------------------------------これ以外にまだまだある。docsフォルダ参照。
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 ;Projectileの場合はここで設定しないとヒットした時ジャグルが消費しない
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ※１０：ヘルパーオブジェクト（Helper）
;
; 　その名の通り本来は『支援キャラクター』を呼び出すコントローラ。
; 　多目的にオブジェクトを画面中に出現させる事が出来る。
;
;　「ヘルパー専用のステートを作る」「用途によっては目的を済ませたら消す」の
; 　二点さえ気を付ければ、後は支援キャラ・エフェクトなどを自由に作れる。
;
; 　で、肝心なHelper用パラメータの説明を。
;
;
; [State 1000, ヘルパーを出す]
; type = Helper
; trigger1 = Time = 0
;
; helpertype = normal    ;ヘルパーの属性。「Normal」ならば画面スクロールの影響を受けず、画面外に出られる。
;                        「Player」なら画面スクロールの影響を受け、画面外に出られない上に、
;                         ヘルパー自体も「プレイヤー」として相手に判断される。
;                         デフォルトはNormal。
;
; name = "Striker"       ;ヘルパーの名前。省略すれば勝手に「(ヘルパーを出した親)'s Helper」という名前になる。
;
; stateno = 12345        ;ヘルパーの最初に向かうステートナンバー。
;
; pos = 0,0              ;ヘルパーの座標（Ｘ軸,Ｙ軸）
;                         postypeに依存。
;
; postype = p1           ;ヘルパーの位置属性（p1・p2・front・back・left・right）
;                         効果については「小ネタ.txt」を参照（PosTypeの違い）
;
; facing = 1             ;ヘルパーの左右の向き（1=そのまま・-1=左右反転）
;                         デフォルトは１。
;
; keyctrl = 0            ;ヘルパーのキーコントロールを可能にするか否か（0=しない・1=する）
;                         1の場合、[Statedef -1]に登録されたステートコントローラを
;                         そのヘルパーにも適用する事が出来る。デフォルトは０。
;
; ownpal = 1             ;ヘルパーの色を独立させるか否か（0=させない,1=させる）
;                         0にすればキャラ本体が「PalFX」などで色を変化させた場合、
;                         ヘルパーオブジェクトも一緒に色が変わってしまう。
;
; supermovetime = 6      ;「SuperPause」での時間停止を無視して有効にする時間を設定。
;                         「小ネタ.txt」を参照。
;
; pausemovetime = 6      ;「Pause」での時間停止を無視して有効にする時間を設定。
;                         「小ネタ.txt」を参照。
;
; ID = 54321             ;ヘルパーのＩＤナンバー。
;                         リダイレクションの「Helper(***),***」などでヘルパーの状況を確認する場合や
;                        「NumHelper」でヘルパーの個数を調べる場合など、『ヘルパーを特定する時』に必要。
;
; size.xscale = 1        ;｝
; size.yscale = 1        ;｝
; size.ground.back = 15  ;｝
; size.ground.front = 15 ;｝
; size.air.back = 10     ;｝これらは全てヘルパーへのサイズ指定（オプション）。
; size.air.front = 10    ;｝
; size.height = 60       ;｝やり方はコンスタンツファイルの[Size]の項目と一緒。
; size.proj.doscale = 0  ;｝
; size.head.pos = -5,-90 ;｝
; size.mid.pos = -5,-60  ;｝
; size.shadowoffset = 0  ;｝
;
;---------------------------------------------------------------------------
; こっちがヘルパー用に設定したステート。
;
; 今回は敢えて簡単にしてるけど、
; ヘルパー専用ステートにも、ヘルパー専用のコントローラやトリガーがある。
; それらも駆使して「Explodで表現出来ないエフェクト画像」など、
; 様々なオブジェクトを画面中に出す事も可能。
;
; ↓のコントローラの種類やトリガーに「Parent」や「Root」が付いているけど、
; これはヘルパー専用の処理。効果自体については「おまけフォルダ」にある
;「小ネタ.txt」を参照してください。（トリガーリダイレクション）
;---------------------------------------------------------------------------
;放り投げるまでの板（ヘルパー用ステート）
[Statedef 1301]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1301
sprpriority = 3

[State 1301, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1301, 親に付く位置]
type = BindToParent ;『BindToRoot』なら「キャラ本体に付く位置」
trigger1 = Time = [0,1]
pos = -5,-60
;「このヘルパーを出した親」の軸位置からX=-5・Y=-60の座標の位置にくっ付きます

[State 1301, 親に付く位置]
type = BindToParent
trigger1 = Time = [2,3]
pos = 8,-68

[State 1301, 親に付く位置]
type = BindToParent
trigger1 = Time = [4,5]
pos = 17,-82

[State 1301, 親に付く位置]
type = BindToParent
trigger1 = Time = [6,7]
pos = 28,-90

[State 1301, 親に付く位置]
type = BindToParent
trigger1 = (Time > 7)
pos = 55,-83

[State 1301, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 10
trigger2 = (Parent,MoveType != A) ;「このヘルパーを出した親」が「攻撃状態」以外の時
;trigger2 = (Root,MoveType != A) ;「キャラ本体」が「攻撃状態」以外の時

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; カンフーマンのこのコンスタンツファイルをそのまま使う場合は、
; ここからステートを追加すると整理しやすいでしょう。
;
; ・・・ってエレクバイト先生が言ってるけど、正直使いにくいかも（ﾏﾃｺﾗ
; 冗談です(´・ω:;.:...
;---------------------------------------------------------------------------

[StateDef 7000]
Physics = N
SprPriority = 9999

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

[State -1]
Type = Explod
Trigger1 = teamside = 1
Anim = 7115-root,var(22)
ID = 7100
Pos = 16,222
PosType = left
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.0625,0.0625

[State -1]
Type = Explod
Trigger1 = teamside = 1
Anim = 7115-root,var(21)
ID = 7100
Pos = 25,222
PosType = left
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.125,0.125

[State -1]
Type = Explod
Trigger1 = teamside = 1
Anim = 7099-Root,var(9)
ID = 7000
Pos = 25,222
PosType = left
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.25,0.25

[State -1]
Type = Explod
Trigger1 = teamside = 2
Anim = 7099-Root,var(9)
ID = 7000
Pos = -25,222
PosType = right
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.25,0.25


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

[State -1]
Type = Explod
Trigger1 = teamside = 1
Trigger1 = numexplod(7120) = 0
Anim = 7120
ID = 7120
Pos = 25,222
PosType = left
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.25,0.25

[State -1]
Type = Explod
Trigger1 = teamside = 1
Trigger1 = numexplod(7121) = 0
Anim = 7121
ID = 7121
Pos = 25,222
PosType = left
BindTime = -1
Ownpal = 1
SprPriority = 9999999
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub
scale = 0.225,0.225

[State -1]
Type = Explod
Trigger1 = teamside = 2
Anim = 7115-root,var(22)
ID = 7100
Pos = -35,222
PosType = right
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 15
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.0625,0.0625

[State -1]
Type = Explod
Trigger1 = teamside = 2
Anim = 7115-root,var(21)
ID = 7100
Pos = -25,222
PosType = right
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.125,0.125

[State -1]
Type = Explod
Trigger1 = teamside = 2
Trigger1 = numexplod(7120) = 0
Anim = 7120
ID = 7120
Pos = -25,222
PosType = right
BindTime = -1
ontop = 1
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = add
scale = 0.25,0.25

[State -1]
Type = Explod
Trigger1 = teamside = 2
Trigger1 = numexplod(7121) = 0
Anim = 7121
ID = 7121
Pos = -25,222
PosType = right
BindTime = -1
Ownpal = 1
SprPriority = 9999999
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1
trans = sub
scale = 0.225,0.225
















[Statedef 6010]
anim = 7603
SprPriority = 5

[State 7224]
type = null;BindToRoot
trigger1 = 1
pos = 0,-55
ignorehitpause = 1

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = gametime * 0.2 * (1 + random%300) * 0.01
Scale = (ifelse((gametime%100),((gametime%5 * 0.6)  / 0.9),(1 - (gametime%5*0.6)  / 0.9))) * 0.6,0.6

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

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


[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0

[Statedef 6011]
anim = 7603
SprPriority = 5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = gametime * 0.9 * (1 + random%300) * 0.01
Scale = (ifelse((gametime%50),((gametime%10 * 0.2)  / 0.6),(1 - (gametime%10*0.2)  / 0.6))) * 1,1

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

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


[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0

[Statedef 6012]
anim = 7603
SprPriority = 5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = -30
Scale = 0.98,0.7

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


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

[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0

[Statedef 6013]
anim = 7603
SprPriority = 5

[State 7224]
Type = AngleDraw
Trigger1 = Time >= 0
Value = 30
Scale = 0.925,0.725

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

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

[State -2, AfterImage];ダメージ時残像消去
Type = destroyself
Trigger1 = animtime = 0



[Statedef 6015]
anim = 7601
SprPriority = 5

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 21
TimeGap        = 3
FrameGap       = 3
PalBright      = 0 , 0 , 0
PalContrast    = 120 , 120 , 120
PalAdd         = 0 , 0 , 0
PalMul      = .95,.95,.95  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 25
value = 250

[State -2,Explod]
type = varadd
trigger1 = time <= 5
V = 25
value = -5

[State -2,Explod]
type = varadd
trigger1 = time >= 5
V = 25
value = -25

[State -2,Explod]
type = varrandom
trigger1 = time = 0
V = 26
range = -360,360

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 0+var(26)
scale = 0.02*var(25),0.004*var(25);0.17,0.17

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

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

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Var(12) > 0
V = 12
Value = -25

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(12) < 0
V = 12
Value = 0

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

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 25

;斬撃攻撃ヒット
[Statedef 8500]
type = A
ctrl = 0
anim = 8500
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state 6500,1]
type = EnvShake
trigger1 = Time = 0
time = 5
ampl = -4
freq = 115
phase = 115

[State 103, 効果音]
type = PlaySnd
trigger1 = time = 0
value = 1, 5
freqmul = 1.4+((random%3)*0.1)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8600
sprpriority = 100
postype = p1
pos = 0 ,0
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 346, Explod]
type = Explod
trigger1 = time = [2,9]
anim = 6800
postype = p1
pos = 0,0
facing = 1
scale = 0.2,0.2
bindtime = 1
ownpal = 1
vel = 10-random%20,10-random%20
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = time = 0
v = 1
value = random%179
;角度

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 20

[state a]
type = varadd
trigger1 = time<=5
v = 2
value = -3

[state a]
type = varadd
trigger1 = time>5
v = 2
value = 2

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*14,256

[state a]
type = angleset
trigger1 = time = 0
value = var(1)

[state a]
type = angledraw
trigger1 = 1
scale = 1-var(2)*0.05,0.3+time*0.4

[state a]
type = destroyself
trigger1 = var(2) >= 10
trigger1 = time>5

;斬撃攻撃ヒット
[Statedef 8501]
type = A
ctrl = 0
anim = 6300
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = turn
trigger1 = ishelper(8502)
trigger1 = time= 0

[State -2]
Type     = Helper
trigger1 = time = 0
Stateno  = 8700
ID       = 8700
pos = -5+(random%5),0
PosType  = P1
Keyctrl  = 0
IgnoreHitPause = 1
persistent = 0
ownpal = 0 
Size.XScale = 0.5
Size.YScale = 1.5
;supermovetime = 9999
;pausemovetime = 9999

[State 900]
Type = Helper
trigger1       = time = 0
Stateno = 8800
ID = 8800
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[state 6500,1]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -14
freq = 95
phase = 95

[State 103, 効果音]
type = PlaySnd
trigger1 = time = 0
value = 1, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = time = 0
value = 1, 5
freqmul = 1.4+((random%3)*0.1)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8600
sprpriority = 100
postype = p1
pos = 0 ,0
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 346, Explod]
type = Explod
trigger1 = time = [2,9]
anim = 6800
postype = p1
pos = 0,0
facing = 1
scale = 0.2,0.2
bindtime = 1
ownpal = 1
vel = 10-random%20,10-random%20
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 45+random%125
;角度


[state a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = angleset
trigger1 = time = 0
value = var(1)

[state a]
type = angledraw
trigger1 = 1
scale = 1.3,0.7

[state a]
type = destroyself
trigger1 = animtime = 0

[Statedef 8502]
type = A
ctrl = 0
anim = 6300
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 103, 効果音]
type = PlaySnd
trigger1 = time = 0
value = 1, 0

[State 103, 効果音]
type = PlaySnd
trigger1 = time = 0
value = 1, 5
freqmul = 1.4+((random%3)*0.1)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8600
sprpriority = 100
postype = p1
pos = 0 ,0
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 346, Explod]
type = Explod
trigger1 = time = [2,9]
anim = 6800
postype = p1
pos = 0,0
facing = 1
scale = 0.2,0.2
bindtime = 1
ownpal = 1
vel = 10-random%20,10-random%20
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 25+random%145
;角度


[state a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = angleset
trigger1 = time = 0
value = var(1)

[state a]
type = angledraw
trigger1 = 1
scale = 1.3,0.7

[state a]
type = destroyself
trigger1 = animtime = 0





[Statedef 8800]
anim = 8800
SprPriority = 8

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 25
value = 0

[State -2,Explod]
type = varadd
trigger1 = time <= 5
V = 25
value = 15

[State -2,Explod]
type = varadd
trigger1 = time >= 5
V = 25
value = 1

[State -2,Explod]
type = varrandom
trigger1 = time = 0
V = 26
range = -180,180

[State -2,Explod]
type = angledraw
trigger1 = 1
value = 0+var(26)
scale = 0.04*var(25),0.006*var(25);0.17,0.17

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

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Time = 0
V = 12
Value = 255

[State 30000, VarAdd] 
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Var(12) > 0
V = 12
Value = -16

[State 30000, VarSet] 
Type = VarSet
Trigger1 = Var(12) < 0
V = 12
Value = 0

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

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

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

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

[Statedef 8700]
type = A
ctrl = 0
anim = 8701
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = angleadd
trigger1 = time = 0
value = parent,var(1)

[state a]
type = angledraw
trigger1 = 1
scale = 1,1

[state a]
type = changestate
trigger1 = root,stateno = 3013
;trigger1 = root,anim = 3012
trigger1 = root,animelemtime(9) >= 0
trigger2 = time>400
value = 8701

[Statedef 8701]
type = A
ctrl = 0
anim = 8700
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = angledraw
trigger1 = 1
scale = 1,1

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = Trans
trigger1 = 1
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = 2
anim = 6800
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 = 6800
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 a]
type = destroyself
trigger1 = animtime = 0

[Statedef 8600]
type    = A
movetype= I
physics = N
velset = 0,0
poweradd= 0
sprpriority = 0
anim = 9999
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8200
sprpriority = 100
postype = p1
pos = 0 ,0
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add

[State 1000, 5]
type = Explod
trigger1 = numexplod(8201) = 0
anim = 8201
id = 8201
sprpriority = 100
postype = p2
pos = -10 + (random%10),-60 + (random%20)
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999
trans = add

[State 346, Explod]
type = Explod
trigger1 = time = [2,9]
anim = 6800
postype = p1
pos = 0,0
facing = 1
scale = 0.2,0.2
bindtime = 1
ownpal = 1
vel = 10-random%20,10-random%20
accel = 0,0.09
supermovetime = 0
pausemovetime = 0
sprpriority = 10-random%20
ignorehitpause = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[state a]
type = destroyself
trigger1 = time>10



[Statedef 9500]
anim = 9999
SprPriority = 5

[State 2389]
type = Explod
trigger1 = time <= 20
anim = 9500
id = 9500
postype = p1
pos =  0,0
sprpriority = 99999999999
supermove = 1
ontop = 1
pausemovetime = 9999999
ownpal = 1
removeongethit = 1
bindtime = -1
trans = add

[State 2389]
type = ModifyExplod
trigger1 = 1
id = 9500
scale = 0.01*var(44),0.01*var(44)

[State -2,Explod]
type = varset
trigger1 = time = 0
V = 44
value = 100

[State -2,Explod]
type = varadd
trigger1 = 1
V = 44
value = -6

[State -2,Explod]
type = varset
trigger1 = var(44) <= 0
V = 44
value = 0

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

[State -2, AfterImage]
Type = destroyself
Trigger1 = time >= 17

;===========================================================================
; 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 -3,]
type = Varset
;triggerall = stateno = [0,119]
trigger1 = EnemyNear,movetype != H
trigger2 = EnemyNear,stateno = [5100,5120]
v = 21
value = 15
IgnoreHitPause = 1

[State -3,]
type = Varset
trigger1 = stateno = [0,119]
trigger2 = EnemyNear,stateno != [120,159]
v = 22
value = 15
IgnoreHitPause = 1

[State -3,]
type = Varset
trigger1 = var(9) >= 99
v = 9
value = 99
IgnoreHitPause = 1

[State -3,]
type = Varadd
triggerall = var(9) <= 98
trigger1 = statetype = A
trigger1 = time%8 = 1
trigger2 = movetype = A
trigger2 = statetype != A
V = 9
value = 1
IgnoreHitPause = 1

[State -3,]
type = Varadd
trigger1 = var(9) <= 98
trigger1 = statetype != A
trigger1 = movetype != A
v = 9
value = 1
IgnoreHitPause = 1

[State 1000]
type = Helper
Trigger1 = NumHelper(7000) = 0
stateno = 7000
id = 7000
helpertype = normal
pos = 0,-2000
postype = left
keyctrl = 0
ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0

[State -2, 空中ジャンプ回数リセット]
type = VarSet
trigger1 = 1
trigger1 = statetype != A
v = 7
value = 0


[State -2]
Type = varset
Trigger1 = var(59)>0
var(57)=ifelse((!enemynear,alive&&numenemy=2),1,0)

;-----------------------------------
[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

[Statedef 10000]
anim=10000;なにも表示しないｱﾆﾒでもいいけど入れなくても全然問題ない
ctrl=0

[State 10000,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,プレイヤー判定]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,立ったら消失]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 10000,ﾌﾗｸﾞON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1

;===========================================================================
; 準常時監視ステート（－３）
;===========================================================================
;---------------------------------------------------------------------------
; こちらは通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、
; 作成者が任意に指定した相手側の食らいステートに限り、
; 登録したステートコントローラが有効にはなりません。
; －１や－２と上手く使い分けて行きましょう。
;---------------------------------------------------------------------------

;[Statedef -3]

;-----------------------------------
;ここは「ジャンプ」か「バックステップ」をした後に
;着地する音を鳴らす設定をしています。

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ■最後に『コモンステート』について■
; コモンステートとは、全キャラ共通の基本動作のステートです。
; 通常は特に変更しない限り、M.U.G.E.N本体のdataフォルダにある
;「common1.cns（コモンステートファイル）」を使います。
;
; しかし、もしもあなたのキャラのステートファイルでcommon1.cnsと同じ番号の
; 基本動作のステートを作った場合は処理が上書きされ、
; common1.cns側の同じ番号のステートは無効になります。
;
; common1.cnsのプログラム優先度は最低に属しているので、
; ステートの作成には番号に注意しないといけません。
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
