
;---------------------------------------------------------------------------
;必殺技1
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100000
ctrl = 0
sprpriority = 2

[State 210, ]
type = PlaySnd
trigger1 = Time = 1
value = 20,4

[State -2];常時全画面proj展開
type = Projectile ;飛び道具
triggerall = (GameTime%20)=0
triggerall= !Ishelper ;!IsHelperは本体を示しています。
triggerall = Enemy,Alive = 1
trigger1 = 1
trigger1 = !ishelper
projanim = 100001
projremove = 10
projremovetime = 10
attr = S,HA
hitflag = MAFPD
ignorehitpause = 1
damage = 10
sparkno = -1
kill = 1
absolute = 1
persistent = 1
ignorehitpause=1
supermovetime = 99999999
pausemovetime = 99999999  

[State 193, 画面全体色変更]
type = AllPalFX
trigger1 = AnimElem = 1
time = 30
add = 0,0,0
mul = 0,256,0
color = 256
invertall = 1

[State 3050, ステート変更]
type = ChangeState
trigger1 = MoveHit
value = 3051

[State 3050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;必殺技1ヒット後
[Statedef 3051]
type    = S
movetype= A
physics = S
anim = 0

[State 3051, 残像表示時間]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 3051, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;必殺技2
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1033
ctrl = 0
sprpriority = 2

[State 210, ]
type = PlaySnd
trigger1 = Time = 1
value = 4,2

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 17
trigger3 = AnimElem = 18
trigger4 = AnimElem = 19
trigger5 = AnimElem = 20
trigger6 = AnimElem = 21
trigger7 = AnimElem = 22
attr = S, HA 
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s20,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

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

;---------------------------------------------------------------------------
;必殺技3
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100002
ctrl = 0
sprpriority = 2

[State 200, ]
type = PlaySnd
trigger1 = Time = 1
value = 4,1

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA 
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s20,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

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

;---------------------------------------------------------------------------
;必殺技4
[Statedef 3150]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100003
ctrl = 0
sprpriority = 2

[State 210, ]
type = PlaySnd
trigger1 = Time = 1
value = 4,3

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 18
trigger3 = AnimElem = 19
trigger4 = AnimElem = 20
attr = S, HA 
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s20,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

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

;---------------------------------------------------------------------------
;必殺技5
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100004
ctrl = 0
sprpriority = 2

[State 200, ]
type = PlaySnd
trigger1 = Time = 1
value = 4,5

[State 200, ]
type = PlaySnd
trigger1 = Time = 51
value = 20,7

[State 8001, エフェクトを出す]
type = Explod
triggerall = !ishelper
triggerall = !NumExplod(100005)
trigger1=AnimElem=17
ID = 100005
anim = 100005
postype = p1
pos = 0,0
ownpal = 0
ontop = 1
under = 1
scale = 1,1
sprpriority = 7
bindtime = -1
ignorehitpause = 1

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 18
attr = S, HA 
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s20,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

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

;---------------------------------------------------------------------------
;必殺技6
[Statedef 3250]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100006
ctrl = 0
sprpriority = 2

[State 210, ]
type = PlaySnd
trigger1 = Time = 1
value = 4,0

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
attr = S, HA 
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s20,9
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

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

;---------------------------------------------------------------------------
;必殺技7
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100023
ctrl = 0
sprpriority = 2

[State 210, ]
type = PlaySnd
trigger1 = Time = 1
value = 3,8

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA 
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s20,9
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

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

;---------------------------------------------------------------------------
;超必殺技
[Statedef 3350]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 100017
ctrl = 0
sprpriority = 2

[State 3800, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3351

[Statedef 3351]
type = S
movetype = A
physics = N
anim = 100018
juggle = 0
velset = 15,0

[State 3800, 残像をつける]
type = AfterImage
trigger1 = AnimElem = 1
time = 500
length = 9
timegap = 1
framegap = 2
trans = add1
paladd = 0,0,0
palmul = 1,1,1
palcolor = 256
palbright = 30,30,45
palcontrast = 120,120,220

[State 3800, 画面の指定色]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 190
under = 1

[State 3800, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3800, 向きを変える]
type = Turn
triggerall = P2BodyDist X <= -30
trigger1 = 1

[State 4110, 移動速度]
type = VelSet
triggerall = Vel X >= 5
trigger1 = P2Dist X >= 75
x = 5

[State 4110, 移動速度]
type = VelSet
triggerall = Vel X <= -5
trigger1 = P2Dist X < 75
x = -5

[State 4110, 移動速度]
type = VelSet
triggerall = Vel Y >= 5
trigger1 = P2Dist Y >= 1
y = 5

[State 4110, 移動速度]
type = VelSet
triggerall = Vel Y <= -5
trigger1 = P2Dist Y <= -1
y = -5

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist X >= 75
trigger1 = Vel X < 5
x = 0.2

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist X <75
trigger1 = Vel X > -5
x = -0.2

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist Y >= 1
trigger1 = Vel Y < 5
y = 0.2

[State 4110, 速度増減]
type = VelAdd
trigger1 = P2Dist Y <=- 1
trigger1 = Vel Y > -5
y = -0.2

[State 3800, ヒット定義]
type = Hitdef
trigger1 = 1
attr = S,HT
priority = 3,Miss
damage = 0
sparkno = -1
hitsound = -1
hitflag = MALFD
guardflag = 
numhits = 0
p1facing = 1
p2facing = 1
p1stateno = 3353
p2stateno = 3355
;p2getp1state = 1

[State 3801, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3352

[Statedef 3352]
type = S
movetype = I
physics = N
anim = 100019
velset = 0,7
ctrl = 0

[State 3802, 残像表示時間]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3802, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[Statedef 3353]
type = S
movetype = A
physics = S
ctrl = 0
anim = 100020
velset = 0,0

[State 3803, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = NoFG
flag3 = TimerFreeze
ignorehitpause = 1

[State 3803, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
ignorehitpause = 1

[State 6302, 時を止める]
type = Pause
trigger1 = Time = 0
time = 150
movetime = 150
ignorehitpause = 1

[State 3803, カメラ追い]
type = ScreenBound
trigger1 = 1
value = 0

[State 3803, 背景]
type = Explod
trigger1 = Time = 0
ID = 3803
anim = 100022
postype = Left
pos = 0,0
bindtime = -1
supermove = 1
scale = 1,1.1
under = 0
ownpal = 1
sprpriority = 1000
ignorehitpause = 1

[State 3803, ヒット回数]
type = HitAdd
trigger1 = Time%10 = 0
value = 1+(Random%1)
supermovetime = 150
pausemovetime = 150

[State 3803, 相手のライフ増減]
type = TargetLifeAdd
trigger1 = Time = 150
value = -21474836
absolute = 1

[State 3803, 相手のライフ増減]
type = TargetLifeAdd
trigger1 = Time = 150
value = -256*256*256*126
absolute = 1

[State 3803, 相手のライフ増減]
type = TargetLifeAdd
trigger1 = Time = 150
value = -(LifeMax*PowerMax)
absolute = 1

[State 3803, 背景アニメを消す]
type = RemoveExplod
trigger1 = Time = 150
ID = 3803

[State 3803, ステート変更]
type = ChangeState
trigger1 = Time = 150
value = 3354

[Statedef 3354]
type = S
movetype = I
physics = S
anim = 100021
velset = 0, 0
ctrl = 0

[State 3804, 位置固定]
type = PosSet
trigger1 = 1
y = 0

[State 3803, 変数をセット]
type = VarSet
trigger1 = AnimTime = 0
trigger1 = EnemyNear,Alive = 0
trigger1 = WinKO = 1
v = 12
value = 1

[State 3800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3355]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 8306, アニメ参照]
type = ChangeAnim2
trigger1 = Time = 0
value = 5100
ignorehitpause = 1

[State 3806, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8306, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11,0
volume = 255

[State 3806, カメラ追い]
type = ScreenBound
trigger1 = 1
value = 0

[State 8306, 位置固定]
type = PosSet
trigger1 = 1
y = 8306

[State 8306, ライフ増減]
type = LifeAdd
trigger1 = !IsHelper && Time >= 2
value = -2147483648
absolute = 1
ignorehitpause = 1

[State 8306, パワー増減]
type = PowerAdd
trigger1 = !IsHelper
value = -2147483648
ignorehitpause = 1

[State 8303, ライフ固定]
type = LifeSet
trigger1 = Time >= 2
value = 0
ignorehitpause = 1

[State 8303, ライフ固定]
type = LifeSet
trigger1 = Time >= 2 && Name != "HMX-12-3101 Mitei" && IsHelper
value = 0
ignorehitpause = 1

[State 8303, パワー固定]
type = PowerSet
trigger1 = Time >= 2
value = 0
ignorehitpause = 1

[State 8303, パワー固定]
type = PowerSet
trigger1 = Time >= 2 && Name != "HMX-12-3101 Mitei" && IsHelper
value = 0
ignorehitpause = 1

[State 8303, ステートを戻す]
type = SelfState
trigger1 = !IsHelper && Alive
value = 5100
ignorehitpause = 1

[State 8303, ステートを戻す]
type = SelfState
trigger1 = !IsHelper && !Alive
value = 5150
ignorehitpause = 1

[State 8303, スプライトを消す]
type = RemoveExplod
trigger1 = IsHelper
ignorehitpause = 1

[State 8303, ヘルパーを消す]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 0
sprpriority = 1
velset = 0,0

[State 1052, 軸位置設定] ;地面の位置に軸をリセット
type = PosSet
trigger1 = 1
y = 0

[State 1052, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

