[Data]

life = 99999
attack = 100
defence = 9999999999
fall.defence_up = 70
liedown.time = 11
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 40
power = 9999999

[Size]
xscale = 1           
yscale = 1           
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125
attack.dist = 320
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4
walk.back = -3.4
run.fwd  = 6.2130434, 0
run.back = -6.5,-1.8
jump.neu = 0,-9.8
jump.back = -4.05,2
jump.fwd = 4.0,2
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .57
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

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

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0




;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

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

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; ステップ
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

; 空中
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; 着地
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより バックステップ
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

; 空中
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; 着地
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 1,3

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 1
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 2
value = 183

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 3
value = 182

;---------------------------------------------------------------------------
; 勝った動作1
[Statedef 181]
type = S
ctrl = 0
anim = 19872
velset = 0,0

[state ]
type = AssertSpecial
trigger1 = time<60
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 191, 3];効果音
type = PlaySnd
trigger1 = animelem = 12
value = 181,0

[State 191, 3];効果音
type = PlaySnd
trigger1 = animelem = 13
value = 3999,29

[State 191, 3];効果音
type = null;PlaySnd
trigger1 = animelem = 1
value = 2000,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 13
anim = 19817
id = 19817
sprpriority = -1
postype = p1
pos = 0,-100
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 13
anim = 19815
id = 19815
sprpriority = 1
postype = p1
pos = 0,-100
bindtime = 1
supermove = 1
under = 0


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作2
[Statedef 183]
type = S
ctrl = 0
anim = 19873
velset = 0,0

[state ]
type = AssertSpecial
trigger1 = time<60
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 57
value = 182,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 220
value = 3999,27

[State 1000, 5]
type = Explod
trigger1 = time = 220
anim = 19874
id = 19874
sprpriority = 10
postype = p1
pos = 0,00
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 220
anim = 19875
id = 19875
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 182]
type = S
ctrl = 0
anim = 19876
velset = 0,0

[state ]
type = AssertSpecial
trigger1 = time<60
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 191, 3]
type = AfterImagetime
trigger1 = 1
time = 0

[state 1]
type = AssertSpecial
trigger1= 1
flag = NoShadow

[State 191, 3];効果音
type = PlaySnd
trigger1 = time = 0
value = 2000,1

[State 191, 3];効果音
type = PlaySnd
trigger1 = time = 100
value = 2000,2

[State 191, 3];ばちばち
type = PlaySnd
trigger1 = (gametime%15) = 1
value = 3999,28

[State 1]
type = varrandom
trigger1 = 1
range = 10,-100
v = 40

[State 1]
type = varrandom
trigger1 = 1
range = -10,20
v = 41

[State 1000, 5];火
type = Explod
trigger1 = (gametime%15) = 1
anim = 19840
id = 19840
sprpriority = 7
postype = p1
pos = var(41),0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];エフェクト
type = Explod
trigger1 = (gametime%15) = 1
anim = 19841
id = 19841
sprpriority = 11
postype = p1
pos = var(41),var(40)
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3020, 1]
type = RemoveExplod
trigger1 = time
ID = 22138

[State 9842,]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256-1*(time),256+1*(time)
ignorehitpause = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 190]
type = S

[State 180, 1]
type = ChangeState
trigger1 = roundno = 2
value = 192

[State 180, 1]
type = ChangeState
trigger1 = roundno != 1
value = 0
ctrl = 1

[State 180, 1]
type = ChangeState
trigger1 = time = 0
value = 191

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
value = 192

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
value = 193

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 3
value = 194

;---------------------------------------------------------------------------
; 通常登場
;---------------------------------------------------------------------------
; オロチ登場
[Statedef 191]
type = S
ctrl = 0
anim = 19847
velset = 0,0

[State 1000, 5];わっか
type = Explod
trigger1 = time = 100
anim = 19815
id = 19815
sprpriority = 5
postype = p1
pos = 0,-140
vel = 0,2
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];魂?
type = Explod
trigger1 = time = 100
anim = 19842
id = 19842
sprpriority = 5
postype = p1
pos = 0,-140
vel = 0,2
bindtime = 1
removetime = 70
supermove = 1
under = 0

[State 1000, 5];魂?
type = Explod
trigger1 = time = 170
anim = 19842
id = 19842
sprpriority = 5
postype = p1
pos = 0,0
vel = 0,0
bindtime = 1
removetime = 1000
supermove = 1
under = 0

[State 1000, 5];波動
type = Explod
trigger1 = time = 170 || time = 165 || time = 160
anim = 19826
id = 19826
sprpriority = 6
postype = p1
pos = 0,0
vel = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];ため爆破
type = Explod
trigger1 = time = 170
anim = 19808
id = 19808
sprpriority = 7
postype = p1
pos = 0,0
vel = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];火
type = Explod
trigger1 = time = 300
anim = 19840
id = 19840
sprpriority = 7
postype = p1
pos = 0,0
vel = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];血
type = Explod
trigger1 = time = 364
anim = 187
id = 187
sprpriority = 7
postype = p1
pos = 0,0
vel = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];!
type = Explod
trigger1 = time <= 518
trigger1 = (gametime%100) = 1
anim = 1894
id = 1894
sprpriority = 10
postype = back
pos = 0,0
vel = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 0]
Type = RemoveExplod
trigger1 = time = 250
ID = 19842

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 191, 3];ポーン
type = PlaySnd
trigger1 = time = 0
value = 8866,0
channel = 255


type = PlaySnd
trigger1 = time = 0
value = 3999,19
channel = 3

[State 191, 3];po-nn
type = PlaySnd
trigger1 = time = 100
value = 3999,5
volume = 255

[State 191, 3];うおーん
type = PlaySnd
trigger1 = time = 100
value = 2300,0
volume = 255

[State 191, 3];風音
type = PlaySnd
trigger1 = time = 170
value = 4000,5
volume = 255

[State 191, 3];爆発音
type = PlaySnd
trigger1 = time = 230
value = 4000,8

[State 191, 3];爆発音
type = PlaySnd
trigger1 = time = 230
value = 3999,27


[State 191, 3];!!
type = PlaySnd
trigger1 = time = 374
value = 240,0

[State 191, 3];!!
type = PlaySnd
trigger1 = time = 500
value = 191,1

[State 191, 3];!!
type = PlaySnd
trigger1 = time = 500
value = 191,1

[state a];超火炎音止め
type = null;stopsnd
trigger1 = time = 525
channel = 3
[State 1]
type = varrandom
trigger1 = 1
range = 10,-100
v = 40

[State 1]
type = varrandom
trigger1 = 1
range = -10,20
v = 41

[State 1000, 5];エフェクト
type = Explod
Trigger1 = Time >= 300
trigger1 = (gametime%15) = 1
anim = 19841
id = 19841
sprpriority = 11
postype = p1
pos = var(41),var(40)
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 0]
Type = EnvColor
Trigger1 = Time = 230
Value = 256,256,256
Time = 20
Under = 0

[State 1020, 4]
type = EnvShake
trigger1 = time = 230
time = 10
ampl = -120
freq = 95
phase = 95

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = Time = 600
value = 0


;---------------------------------------------------------------------------
; 通常登場
;---------------------------------------------------------------------------
; オロチ登場
[Statedef 192]
type = S
ctrl = 0
anim = 19904
velset = 0,0

[State 1000, 5];エフェクト
type = Explod
Trigger1 = animelem = 8
anim = 3104
id = 3104
sprpriority = 11
postype = p1
pos = 15,-93
scale= 0.4,0.4
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];エフェクト
type = Explod
Trigger1 = animelem = 8
anim = 19832
id = 19832
sprpriority = 11
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 191, 3];爆発音
type = PlaySnd
Trigger1 = animelem = 8
value = 3999,36

[State 191, 3];ばちばち
type = PlaySnd
trigger1 = animelem = 1
value = 3999,99

[State 1]
type = varrandom
trigger1 = 1
range = 10,-100
v = 40

[State 1]
type = varrandom
trigger1 = 1
range = -10,20
v = 41

[State 1000, 5];エフェクト
type = Explod
trigger1 = (gametime%15) = 1
anim = 19841
id = 19841
sprpriority = 11
postype = p1
pos = var(41),var(40)
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = animTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 1000, 2]
type = Projectile
trigger1 = animelem = 3
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 38, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 1                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = 0,0               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200
projanim = 3115
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
;fall = 1
;fall.recover = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = var(1) = 0
value = 200,var(6)

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 1000, 2]
type = Projectile
trigger1 = animelem = 3
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 29, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 1                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = 0,0               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200
projanim = 3116
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
;fall = 1
;fall.recover = 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0


[State 1000, 2]
type = Projectile
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
guardflag = MA
pausetime = 8,1
sparkno = s7001
sparkxy = 0,0
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200
projanim = 3117
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 1000, 2]
type = Projectile
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200
projanim = 3117
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
under = 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 135
getpower = 61,61
guardflag = MA
pausetime = 11,1
sparkno = s7001
sparkxy = 0,0
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200
projanim = 3117
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1


[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230];オンデゥルラギッタンデスカ!
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235];おんでぅるう！げほっげほっ！！
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-20
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200


[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 0,0
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-9
air.velocity = -2,-7.0
nochainID = 1200
projanim = 3118
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
fall = 1

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)

[State 1000, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 0,0
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0,-5
air.velocity = -3,-5.2
nochainID = 1200
projanim = 3119
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
fall = 1

[State 1000, 2]
type = Projectile
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = 0,0
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,99.0
nochainID = 1200
projanim = 3120
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
fall = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
;trigger1 = var(1) = 0
value = 290, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200
projanim = 3121
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 1000, 2]
type = Projectile
trigger1 = Time = 3
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200
projanim = 3121
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200
projanim = 3122
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 1000, 2]
type = Projectile
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200
projanim = 3123
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200
projanim = 3124
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
;trigger1 = var(1) = 0
value = 210, var(6)

[State 1000, 2]
type = Projectile
trigger1 = animelem = 8
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200
projanim = 3125
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2



[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(1)

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200
projanim = 3126
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200
projanim = 3127
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

;---------------------------------------------------------------------------
;垂直空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200
projanim = 3128
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200
projanim = 3129
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200
projanim = 3121
projhitanim = -1
projid = 3010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1





;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
;poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 8,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0


[State 50, 4];←成功したときの残像
type = null;AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


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



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;レッグスルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 855       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

[state a]
type = turn
trigger1 = animtime = 0

;---------------------[サウンド]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];叩きつけ
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[相手の制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::相手

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱解除
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1000
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1010
helpertype = Player
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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


; 鏡(?)ヘルパー
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 4,0
ctrl = 0
anim = 1010

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1011


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 200


; 鏡(?)ヘルパー2
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 1010

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 200



; 鏡(?)ヘルパーヒット
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
ctrl = 0
anim = 1011

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45



; 鏡(?)ヘルパーヒット2
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 1011

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 18

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = hitcount <= 6
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45


; 鏡(?)ヘルパー消滅
[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 0
value = 190,2

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強解除
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1001
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1012
helpertype = Player
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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



;---------------------------------------------------------------------------
;誓約
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -500
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 135,10
priority = 7
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弱顕斎
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 58,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;弱顕斎終了
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state a]
type = veladd
trigger1 = 1
y = 0.49

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -98


[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;強顕斎
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 77,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;強顕斎終了
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱糺
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 115,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強糺
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 糺カウンター
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

;---------------------[無敵の状態を作る]
[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[]
[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 1
value = 1300, 0

[State 240, 1];発射
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0



[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage    = 48,10
getpower = 0,0
guardflag = MA
pausetime = 0,17
sparkno = s7001
sparkxy = -15,-77
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 1
projsprpriority = 4
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 7
damage = 144,10
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = S7002
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 火闌降
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = prevstateno = 1400
trigger2 = var(5) = 2
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X > 240;AI用
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = prevstateno = 1400
trigger2 = var(5) = 1
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X > 180;AI用
trigger3 = random = [500,999];
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = prevstateno = 1400
trigger2 = var(5) = 0
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X = [90,240];AI用
trigger3 = random = [0,500];
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = var(59) && prevstateno != 1400 && p2bodydist X < 180 && random = [500,999];AI用
v = 5
value = 0

;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*30

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1400
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1400
v = 13
value = 1

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
trigger1 = command = "火闌降1"
trigger1 = var(5) = 0
trigger1 = !var(59);AI用
trigger2 = command = "火闌降2"
trigger2 = var(5) = 1
trigger2 = !var(59);AI用
trigger3 = command = "火闌降3"
trigger3 = var(5) = 2
trigger3 = !var(59);AI用
trigger4 = var(59) && helper(1400),movehit;
trigger4 = prevstateno != 1400 || target,backedgebodydist != 0
v = 7
value = 1

;---------------------[効果音]
[state a];ここだ/そこか/ここか/そこだ
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state a];
type = playsnd
trigger1 = animelem = 1
value = 4000,10

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1410
helpertype = Player
keyctrl = 0
ownpal = 1



;---------------------[連続]
[state a]
type = changestate
trigger1 = (var(7) = 1)&&(var(5) = 2)&&(animtime = 0)
trigger2 = (var(7) = 1)&&(var(5) = 1)&&(animtime = 0)
trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time != 0)
value = 1400


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 火柱
[Statedef 1410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 19871


[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
y = -110

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 12
ampl = -12
freq = 95
phase = 95

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,0

[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,1

[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,2

[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,3

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19870
id = 19870
scale = 1,1
sprpriority = 8
postype = p1
scale = 0.8,0.8
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19869
id = 19869
sprpriority = 7
postype = p1
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19868
id = 19868
sprpriority = 10
postype = p1
scale = 1,1
scale = 0.8,0.8
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19815
id = 19815
sprpriority = 3
scale = 1.3,1.3
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
;=======================================
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 32443
id = 32443
sprpriority = 6
postype = p1
scale = 0.8,0.8
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]

[State 1]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 3051
projhitanim = -1
projid = 3051
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = 80
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = S7002
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
;p2stateno = 14200

;---------------------[相手]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

; 火柱消滅
[Statedef 1411]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = -4
y = -7

[state a]
type = veladd
trigger1 = 1
y = 0.4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？？？？？・火柱
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "x"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X < 180;
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "a"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X = [90,240];
trigger2 = random = [500,999];
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "y"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X > 180;
trigger2 = random = [0,500];
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "b"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X > 240 && random = [500,999];
v = 5
value = 3

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4


[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "a"
trigger1 = !var(59) || var(59) && p2bodydist X > 60;AI用
trigger2 = var(59) && var(5) = 0 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 1

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "y"
trigger1 = !var(59) || var(59) && p2bodydist X > 120;AI用
trigger2 = var(59) && var(5) = 1 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 2

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "b"
trigger1 = !var(59) || var(59) && p2bodydist X > 180;AI用
trigger2 = var(59) && var(5) = 2 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 3

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "z"
trigger2 = var(59) && target,backedgebodydist = 0 && helper(1400),movehit;
v = 5
value = 4

;---------------------[回数制限]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 3

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1


;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(59) && helper(1400),movehit;AI用
v = 7
value = 1

[state a];コマンド受付判定
type = null;varset
trigger1 = command = "火闌降1"
trigger1 = var(5) = 0
trigger2 = command = "火闌降2"
trigger2 = var(5) = 1
trigger3 = command = "火闌降3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 4000,10

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,-110
postype = P1
stateno = 1412
helpertype = Player
keyctrl = 0
ownpal = 1





;---------------------[連続]
[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 火柱
[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 19871


[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 12
ampl = -12
freq = 95
phase = 95

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,0

[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,1

[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,2

[state a];
type = playsnd
trigger1 = animelem = 13
value = 4000,3

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19870
id = 19870
scale = 1,1
sprpriority = 8
postype = p1
scale = 0.6,0.6
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19869
id = 19869
sprpriority = 7
postype = p1
pos = 0,0
scale = 0.6,0.6
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19868
id = 19868
sprpriority = 10
postype = p1
scale = 1,1
scale = 0.6,0.6
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 19815
id = 19815
sprpriority = 3
scale = 1.1,1.1
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
;=======================================
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 13
anim = 32443
id = 32443
sprpriority = 6
postype = p1
scale = 0.6,0.6
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]

[State 1]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 3051
projhitanim = -1
projid = 3051
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = 80
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = S7002
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
;p2stateno = 14200

;---------------------[相手]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0









;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱御大
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 11,12
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強御大
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510



; 御大着地
[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 200, 1];着地音
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.1

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？・飛び道具
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1050
ctrl = 0

;---------------------[効果音]

[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1050,0

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = Player
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 9
id = 1050
persistent = 0
name = "sennpuuki"
pos = 46,-96
postype = P1
stateno = 1065
helpertype = Player
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 126,-136
postype = P1
stateno = 1065
helpertype = Player
keyctrl = 0
ownpal = 1
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 126,-66
postype = P1
stateno = 1065
helpertype = Player
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]

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


; 飛び道具ヘルパー
[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time <= 200
;trigger1 = (GameTime%8) = 1
anim = 19825
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
;scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
vel = -1*var(50),1*var(52)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = varrandom
trigger1 = 1
range = 8,10
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = -3,3
v = 52

[State a]
type = Explod
trigger1 = time <= 200
trigger1 = (GameTime%12) = 1
anim = 32443
sprpriority = 11
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
scale = 0.1,0.7
persistent = 1
ignorehitpause = 1
vel = -3,0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 45,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[state 1728]
type=selfstate
trigger1=!ishelper
trigger1=name="nyozuchi"
value=50
ctrl=1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
trigger3 = FrontEdgeBodyDist < 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・弱鏡・前
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


[State 3040, 7]
type = EnvColor
trigger1 = movehit
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？？・弱鏡・斜め
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


[State 3040, 7]
type = EnvColor
trigger1 = movehit
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-124
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・前
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1151
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 1160
id = 1210
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = Player
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 鏡(?)ヘルパー待機
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1160

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1161

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 60
trigger1 = enemy,movetype != H
value = 1161


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1161]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.05,0
ctrl = 0
anim = 1163

[state a]
type = posadd
trigger1 = time = 0
x = 49
y = -95

[state a]
type = veladd
trigger1 = 1
x = 0.07

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1161
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1162
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・斜め
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1251
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1260
helpertype = Player
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; 鏡(?)ヘルパー待機
[Statedef 1260]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1260

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1261

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 55
trigger1 = enemy,movetype != H
value = 1261


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1261]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.025,-0.025
ctrl = 0
anim = 1263

[state a]
type = posadd
trigger1 = time = 0
x = 20
y = -142

[state a]
type = veladd
trigger1 = 1
x = 0.035
y = -0.035

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1261
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1262
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45


;---------------------------------------------------------------------------
; ！？・死祟
[Statedef 1999]
type = S
ctrl = 0
anim = 1999
velset = 0,0

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 1998
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000


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


;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = A
ctrl = 0
anim = 45321
velset = 0,0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 180, 1];エフェクトランダム
type = null;VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[効果音]
[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 7
value = 12324,2

[state a];ここだ/そこか/ここか/そこだ
type = null;playsnd
trigger1 = animelem = 2
value = 1400,var(5)

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 19817
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 3058
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1]
type = Explod
trigger1 = 1
anim = 19825
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = varrandom
trigger1 = 1
v = 40
value = -10,10

[State 1000, 5]
type = varrandom
trigger1 = 1
v = 41
value = -10,10

;---------------------[位置設定]
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1805

; ・・・　瞬間移動終わり
[Statedef 1805]
type = S
ctrl = 0
anim = 45323
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

;---------------------[変数指定]
[State 180, 1];エフェクトランダム
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 19817
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 3058
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1]
type = Explod
trigger1 = 1
anim = 19825
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999


;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

