
;必殺技1
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 10007
ctrl = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value =10000,3

[State 8001, エフェクトを出す]
type = Explod
triggerall = !ishelper
triggerall = !NumExplod(10003)
trigger1=AnimElem=8
ID = 10003
anim = 10003
postype = p1
pos = 0,0
ownpal = 0
ontop = 1
under = 1
scale = 1,1
sprpriority = 7
bindtime = -1
ignorehitpause = 1

[State -2]
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 = 10006
projremove = 10
projremovetime = 10
attr = S,HA
hitflag = MAFPD
ignorehitpause = 1
damage = 30
sparkno = -1
kill = 1
absolute = 1
persistent = 1
ignorehitpause=1
supermovetime = 99999999
pausemovetime = 99999999

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

;必殺技2
[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 10011
ctrl = 0
sprpriority = 2

[State 3050, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 3050, 残像]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3050, 相手の特定の攻撃属性無効]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 3050, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up
damage    = 155, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound   = s3500,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25        ;攻撃を当てた場合の画面振動の処理
envshake.ampl = 7
envshake.freq = 176
p2facing = 1
fall = 1
fall.recover = 0          ;相手は空中受け身が出来なくなる
fall.damage = 70          ;相手が地面に激突した瞬間のダメージ量
fall.envshake.ampl = 6    ;相手が地面に激突した瞬間の画面振動
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100         ;攻撃を当てた相手の位置を補正する最小の座標
maxdist = 100,-10         ;攻撃を当てた相手の位置を補正する最大の座標
yaccel = .8

[State 3050, ステート変更];攻撃がヒットした場合
type = ChangeState
trigger1 = MoveHit
value = 3051

[State 3050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 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3
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 10012
ctrl = 0
sprpriority = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,6

[State 1200, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60             
velocity = 6.5,-3.5       
accel = 0,0.4            
projID = 10013           
projanim = 10013
projhitanim = 10013
projremanim = 10013
projscale = 1,1
projshadow = 0,0,0         
projhits = 1             
projmisstime = 1            
projpriority = 1          
projremovetime = -1     
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s10,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,0
guard.hittime = 13
air.velocity = -6,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[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 = 10014
ctrl = 0
sprpriority = 2

[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1600,0

[State 1070, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 3
Persistent = 0
name = "Puchiko"  
stateno = 3160      
ID = 3160          
pos = 250,0         
postype = P2        
facing = -1
keyctrl = 0          
ownpal = 1           
size.xscale = 1
size.yscale = 1     
helpertype = Normal  

[State 1070, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;必殺技4のHelper
[Statedef 3160]
type    = S
movetype= A
physics = N
poweradd= 50
velset = 8,0
anim = 10015
ctrl = 0
sprpriority = 2

[State 1000,]
type = AttackDist
trigger1 = 1
value = 280

[State 1200, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 1
edge = 28,0
player = 15,0

[State 1002, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Back
damage    = 32,8
guardflag = M
pausetime = 12,12
sparkno = s6000
sparkxy = -10,-37
hitsound   = s3500,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
fall = 1

[State 2500]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 2500]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2500, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 60

;必殺技5
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 10016
ctrl = 0
sprpriority = 2

[State 1070, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,4

[State 193, 画面全体色変更]
type = AllPalFX
trigger1 = AnimElem = 1
time = 39
add = 0,0,0
mul = 256,256,256
color = 256
invertall = 1

[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 = 10017
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 1070, 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  = 1
velset = 0,0
ctrl = 0
anim = 10018
poweradd = 20
sprpriority = 2
facep2 = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA 
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -76
hitsound =s1000,1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

