;---------------------------------------------------------------------------
;TIME STOP   WORLD

[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
anim = 46000
ctrl = 0
sprpriority = 2


[State 3300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (8) < 0)
value = 25,0

[State 3300, 無敵]
type = NotHitBy
trigger1 = time= [0,16]
value = SCA
time = 1

[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1900, 4

[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1900, 7

[State 3300, Stop Time]
type = Explod
trigger1 = AnimElem = 3
anim = 46020
ID = 3502
scale = 0,0
pos = 0,-60
ownpal = 1
removetime = 1
sprpriority = -2
supermovetime = 999999
pausemovetime = 999999

[State 3300, Stop Time]
type = Explod
trigger1 = AnimElemTime(3) = [0,40]
anim = 46020
ID = 3502
scale = AnimElemTime(3)*0.05,AnimElemTime(3)*0.05
pos = 0,-60
ownpal = 1
removetime = 1
sprpriority = -2
supermovetime = 999999
pausemovetime = 999999

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 3
time = 50
movetime = 50
pos = 0, -80
anim = -1
darken = 0
sound = S5000, 4

[State 3300, 音を鳴らす]
type = VarSet
trigger1 = AnimElem = 3,40
V = 44
value = 1

[State 3300, ヒット定義]
type = VarSet
trigger1 = AnimElem = 3,40
v = 45
value = 600

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;TIME STOP   WORLD -END- To be continued...

[Statedef 3601]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
anim = 46010
ctrl = 0
sprpriority = 2

[State 3500]
type = BGPalFX
trigger1 = time = 0
time = 1
color = 0
invertall = 1
ignorehitpause = 1

[State 3300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (8) < 0)
value = 25,0

[State 3300, 無敵]
type = NotHitBy
trigger1 = time= [0,16]
value = SCA
time = 1

[State 3501, 音を鳴らす]
type = Pause
trigger1 = AnimElemTime(3) = 61
time = 1
movetime = 1

[State 3501, 音を鳴らす]
type = SuperPause
trigger1 = AnimElemTime(3) = 61
time = 1
movetime = 1
darken = 0
anim = -1
sound = -1
poweradd = -3000

[State 3500]
type = AttackMulSet
trigger1 = AnimElemTime(3) = 61
value = 1
ignorehitpause = 1

[State 3501, 音を鳴らす]
type = AllPalFX
trigger1 = AnimElemTime(3) = 61
time = 3
add = 255,255,255

[State 3300, 音を鳴らす]
type = VarSet
trigger1 = AnimElemTime(3) = 60
V = 44
value = 0

[State 3300, 音を鳴らす]
type = VarSet
trigger1 = AnimElemTime(3) = 60
V = 45
value = 0

[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3000, 1

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------
;-----------------------------------------------
;this is in statedef -2

;--------
;time stop bs

[State 3500]
type = VarAdd
trigger1 = var(45)
v = 45
value = -1

[State 3500]
type = ChangeState
trigger1 = var(45) = 0 && var(44) = 1 && ctrl && statetype != A
value = 3601

[State 3500]
type = BGPalFX
trigger1 = var(44) = 1
trigger1 = time >= 0
time = 1
color = 0
invertall = 1
ignorehitpause = 1

[State 3500]
type = Pause
trigger1 = var(44) = 1
trigger1 = time >= 0
time = 20000
movetime = 20000
ignorehitpause = 1

[State 3500]
type = AssertSpecial
trigger1 = var(44) = 1
trigger1 = time >= 0
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1