;============================================;
; Balrog.cns (2000/5/28)
; バルログ(SF ZERO 3)
; 動作設定ファイル
;============================================;

[Data]
life = 1000          ;スタート時HP
attack = 100         ;ベース攻撃力
defence = 100        ;ベース防御力
fall.defence_up = 50 ;fall時の補正ダメージ率(x%)
liedown.time = 30    ;寝てる時間(flame)
airjuggle = 15       ;juggle値
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 20     ;Player width (back, ground)
ground.front = 20    ;Player width (front, ground)
air.back = 20        ;Player width (back, air)
air.front = 20       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles

[Velocity]
walk.fwd  = 4.1      ;Walk forward
walk.back = -3.3       ;Walk backward
run.fwd  = 7         ;Run forward (x, y)  - if y<0, player will hop
run.back = -6        ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-11.2;-9.8    ;Neutral jumping velocity (x, y)
jump.back = -3.9,-10.0;Jump back Speed (x, y)
jump.fwd = 4.5,-10.0  ;Jump forward Speed (x, y)
runjump.back = -4,-8.5 ;Running jump speeds (opt)
runjump.fwd = 4,-8.5   ;

[Movement]
airjump.num = 4      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .60;.48          ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none

;---------------------------------------------------------------------------
; Time over
; タイムオーバー
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 170, 2]
type = ChangeState
trigger1 = Time = 0
value = 185

;---------------------------------------------------------------------------
; WIN Choose Process
; 勝利ポーズ選択処理
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 8
range = 1,6

[State 180, 2] ;win1
type = VarSet
trigger1 = Command = "hold_x"
v = 8
value = 1

[State 180, 3] ;win2
type = VarSet
trigger1 = Command = "hold_y"
v = 8
value = 2

[State 180, 3] ;win3
type = VarSet
trigger1 = Command = "hold_z"
v = 8
value = 3

[State 180, 3] ;win4
type = VarSet
trigger1 = Command = "hold_a"
v = 8
value = 4

[State 180, 3] ;win5
type = VarSet
trigger1 = Command = "hold_b"
v = 8
value = 5

[State 180, 3] ;win5
type = VarSet
trigger1 = Command = "hold_c"
v = 8
value = 6

[State 180, 3] ;win extra
type = VarSet
trigger1 = Command = "hold_c"
trigger1 = Command = "hold_z"
v = 8
value = 7

[State 180, 3] ;win extra
type = VarSet
trigger1 = Command = "hold_b"
trigger1 = Command = "hold_y"
v = 8
value = 8

[State 180, 3] ;win extra
type = VarSet
trigger1 = Command = "hold_a"
trigger1 = Command = "hold_x"
v = 8
value = 9

[State 180, 3] ;win extra
type = VarSet
trigger1 = Command = "hold_a"
trigger1 = Command = "hold_c"
v = 8
value = 10

[State 180, 8]
type = ChangeState
trigger1 = Var(8) = 1
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 2
value = 182

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 3
value = 182

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 4
value = 184

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 5
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 6
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 7
value = 185

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 8
value = 186

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 9
value = 187

[State 180, 9]
type = ChangeState
trigger1 = Var(8) = 10
value = 188

;---------------------------------------------------------------------------
; WIN1
; 勝利ポーズ　その１
; 腕振り下ろし
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,3


[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 196
ctrl = 1

;---------------------------------------------------------------------------
; WIN2
; 仮面取り外し
; 
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WIN3
; 勝利ポーズ　その３
; くっくっく...
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4,1

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WIN4
; 勝利ポーズ　その4
; 宙返り
[Statedef 184]
type = S
physics = N
ctrl = 0
anim = 184
velset = 0,0,0

[State 183, 2]
type = VelAdd
trigger1 = Pos Y < 0
trigger1 = time > 0
y = .48
[State 183, 2]
type = VelSet
trigger1 = Time = 0
y = -6

[State 183, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0
[State 183, 2]
type = PosSet
trigger1 = Pos Y > 0
trigger1 = time > 0
y = 0

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

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

[State 180, 10]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = time > 0
value = 183

;---------------------------------------------------------------------------
; WIN5
; 勝利ポーズ　その５
; 仮面握り潰し
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0,0

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


[State 191, 2]
type = Projectile
trigger1 = Animelem = 11
projanim = 530
projremanim = -1
projhitanim = -1
projshadow = 68,68,68
offset = 30,-85
;;velocity = 0, 0.8
accel = 0, 0.24
projremovetime = 27

[State 193,Flames]
type = Explod
trigger1 = time = 108
anim = 531
ID = 531
pos = 30,0
postype = p1
supermove = 1
bindtime = 1
sprpriority = 2

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WIN6
; 勝利ポーズ　その６
; バラくわえ
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0,0

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


[State 186, 6]
type = Helper
trigger1 = AnimElem = 12
ID = 540
stateno = 540
pos = -10,-30
postype = p1
helpertype = normal
keyctrl = 1
ownpal = 0

[State 191, 2]
type = Projectile
trigger1 = Animelem = 12
projanim = 530
projremanim = -1
projhitanim = -1
projshadow = 68,68,68
offset = 30,-45
accel = 0, 0.12
projremovetime = 28

[State 193,Flames]
type = Explod
trigger1 = time = 108
anim = 531
ID = 531
pos = 30,0
postype = p1
supermove = 1
bindtime = 1
sprpriority = 2

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WIN7
; 勝利ポーズ　その7
; バラくわえ
[Statedef 187]
type = S
ctrl = 0
anim = 187
velset = 0,0,0

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 186, 6]
type = Helper
trigger1 = AnimElem = 12
ID = 540
stateno = 540
pos = -10,-30
postype = p1
helpertype = normal
keyctrl = 1
ownpal = 0

[State 191, 2]
type = Projectile
trigger1 = Animelem = 11
projanim = 530
projremanim = -1
projhitanim = -1
projshadow = 68,68,68
offset = 30,-85
accel = 0, 0.24
projremovetime = 27

[State 193,Flames]
type = Explod
trigger1 = time = 108
anim = 531
ID = 531
pos = 30,0
postype = p1
supermove = 1
bindtime = 1
sprpriority = 2

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;-------------------
; 爪
; ヘルパー
[Statedef 540]
type = S
ctrl = 0
anim = 540
velset = 0,0

[State 540, 4]
type = AngleSet
Trigger1 = Time = 0
value = 270
[State 540, 5]
type = AngleAdd
Trigger1 = Time > 0
value = 5.5
[State 540, 6]
type = AngleDraw
trigger1 = Time >= 0
trigger1 = Pos Y < 0

[State 1000, 6]
type = VelAdd
trigger1 = Pos Y < 0
y = .12

[State 1000, 6]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 180, 10]
type = ChangeState
trigger1 = Pos Y >= 0
value = 541

[State 180, 10]
type = DestroySelf
trigger1 = command = "s"

;-------------------
; 爪 着地
; ヘルパー
[Statedef 541]
type = S
ctrl = 0
anim = 541
velset = 0,0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
value = 9,1

[State 1000, 6]
type = PosSet
trigger1 = time = 0
y = 0

[State 1000, 6]
type = VelSet
trigger1 = time = 3
x = -1
y = -2

[State 180, 10]
type = ChangeState
trigger1 = Pos Y < 0
value = 542

[State 180, 10]
type = DestroySelf
trigger1 = command = "s"

;-------------------
; 爪 バウンド
; ヘルパー
[Statedef 542]
type = S
ctrl = 0
anim = 540

[State 540, 4]
type = AngleSet
Trigger1 = Time = 0
value = 0
[State 540, 5]
type = AngleAdd
Trigger1 = Time > 0
value = -2.5
[State 540, 6]
type = AngleDraw
trigger1 = Time >= 0
trigger1 = Pos Y <= 0

[State 1000, 6]
type = VelAdd
trigger1 = Pos Y < 0
y = .12

[State 1000, 6]
type = VelSet
trigger1 = Pos Y >= 0
x = -0.1
y = -2

[State 180, 10]
type = ChangeState
trigger1 = Pos Y >= 0
value = 543

[State 180, 10]
type = DestroySelf
trigger1 = command = "s"

;-------------------
; 爪 バウンド
; ヘルパー
; 地面に刺さる
[Statedef 543]
type = S
ctrl = 0
anim = 540

[State 191, 3]
type = Playsnd
trigger1 = time = 0
value = 9,1

[State 540, 4]
type = AngleSet
Trigger1 = Time = 0
value = 270
[State 540, 5]
type = AngleAdd
Trigger1 = Time > 0
value = 2
[State 540, 6]
type = AngleDraw
trigger1 = Time >= 0
;;trigger1 = Pos Y <= 0

[State 1000, 6]
type = VelAdd
trigger1 = Pos Y < 0
y = .12

[State 1000, 6]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 180, 10]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = time > 0
value = 544

[State 180, 10]
type = DestroySelf
trigger1 = command = "s"

;-------------------
; 爪 着地
; ヘルパー
[Statedef 544]
type = S
ctrl = 0
anim = 541
velset = 0,0

[State 191, 3]
type = Playsnd
trigger1 = Pos Y > -0.5
trigger1 = Pos Y < 0.5
value = 9,1

[State 1000, 6]
type = VelSet
trigger1 = time = 0
x = -0.2
y = -1

[State 1000, 6]
type = VelAdd
trigger1 = time > 0
y = .12

[State 1000, 6]
type = VelSet
trigger1 = time > 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 180, 10]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = time > 0
value = 545

[State 180, 10]
type = DestroySelf
trigger1 = command = "s"

;-------------------
; 爪 着地
; ヘルパー
[Statedef 545]
type = S
ctrl = 0
anim = 541
velset = 0,0

[State 1000, 6]
type = PosSet
trigger1 = time = 0
y = 0

[State 180, 10]
type = DestroySelf
trigger1 = command = "s"


;---------------------------------------------------------------------------
; WIN8
; 勝利ポーズ　その8
; 金網召還
[Statedef 188]
type = S
ctrl = 0
anim = 1000
velset = 0,0,0

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = 1

[State 186, 6]
type = Helper
trigger1 = AnimElem = 1
;;trigger1 = numHelper(520) = 0
ID = 520
stateno = 520
pos = -200,-240
postype = back;left
helpertype = normal
keyctrl = 1
ownpal = 0

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cyohatsu 1
; 挑発
[Statedef 195]
type = S
ctrl = 0
velset = 0,0
anim = 195
poweradd = 10

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 1
persistent = 0
value = 1,4

;[State 191, 3]
;type = PosAdd
;trigger1 = Time = 0
;x = 8

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

;---------------------------------------------------------------------------
; 挑発 終了
[Statedef 196]
type = S
movetype = A
ctrl = 0
velset = 0,0
anim = 196

[State 191, 3]
type = PosAdd
trigger1 = Time = 0
x = -20

[State 191, 3]
type = PosAdd
trigger1 = AnimTime = 0
x = 12

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

;---------------------------------------------------------------------------
; Cyohatsu 3
; 挑発 3
[Statedef 197]
type = S
ctrl = 0
anim = 197
velset = 0,0,0

;----- DEBUG MODE OFF 
[State 1531, 5]
type = VarSet
trigger1 = time = 0
trigger1 = Var(9) != 0
V = 9
Value = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 4,2

[State 191, 3]
type = Playsnd
trigger1 = time = 50
value = 11,0

[State 195, 1]
type = ChangeState
trigger1 = Time >= 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cyohatsu 1
; 挑発
[Statedef 198]
type = S
ctrl = 0
velset = 0,0
anim = 195
poweradd = 10

;----- DEBUG MODE ON
[State 1531, 5]
type = VarSet
trigger1 = time = 0
trigger1 = Var(9) = 0
V = 9
Value = 1


[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 2
persistent = 0
value = 4,1

[State 191, 3]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 195, 1]
type = ChangeState
trigger1 = Time >= 100
value = 196
ctrl = 1

;---------------------------------------------------------------------------
; 挑発モード
; 
[Statedef 199]
type = S
ctrl = 0
velset = 0,0
anim = 195
poweradd = 10

;----- MODE ON
[State 199, 1]
type = VarSet
trigger1 = time = 0
trigger1 = Var(9) != 2
V = 9
Value = 2


[State 191, 2]
type = Playsnd
trigger1 = time = 30
persistent = 0
value = 5,3

[State 195, 1]
type = ChangeState
trigger1 = Time >= 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; INTRO
; ラウンド開始前　デモ
[Statedef 191]
type = S
physics = N
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 0]
type = AssertSpecial
trigger1 = Time = [0,90]
flag = Intro

[State 191, 1]
type = PosAdd
trigger1 = Time = 0
x = -20
y = 10

[State 191, 2]
type = Projectile
trigger1 = time = 0
projanim = 510
projremanim = -1
projhitanim = -1
projshadow = 68,68,68
offset = 15,-195
velocity = 0, 1
accel = 0, 0
projremovetime = 90

[State 191, 1]
type = ChangeState
trigger1 = Time >= 90
value = 192

;---------------------------------------------------------------------------
; INTRO
; ラウンド開始前　デモ
[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 191
velset = 0,0,0

[State 192, 0]
type = AssertSpecial
trigger1 = Time = [0,60]
flag = Intro

[State 191, 0]
type = PosAdd
trigger1 = AnimTime = 0
x = 20
y = -10

[State 192, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; STAND X
; 立ち小パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 200 
poweradd = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 40
getpower  = 20
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-70
hitsound = S7,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 8,3

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

;---------------------------------------------------------------------------
; STAND Y
; 遠距離　立ち中パンチ
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 201
poweradd = 20

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 80
getpower  = 60
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -10,-70
hitsound = S7,9
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,4

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND Z
; 遠距離　立ち大パンチ
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 202
poweradd = 20

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 120
getpower  = 80
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -10,-62
hitsound = S7,10
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 8,5

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND A
; 立ち小キック
[Statedef 204]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 204 
poweradd = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 40
getpower  = 20
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -25,-45
hitsound = S7,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,2

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

;---------------------------------------------------------------------------
; STAND B
; 遠距離　立ち中キック
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 205
poweradd = 20

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 80
getpower  = 60
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -10,-20
hitsound = S7,2
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 8,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND C
; 遠距離　立ち大キック
[Statedef 206]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 206 
poweradd = 20

[State 500, 0]
type = MakeDust
trigger1 = AnimElem = 1
pos = 10,0
spacing = 3

; 前移動
[State 500, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 2
y = -6

[State 500, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 500, 1]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
x = 0
y = 0

[State 500, 1]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 140
getpower  = 80
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkxy = -10,-80
hitsound = S7,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -4,-5

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,7

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 8,1

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH X
; しゃがみ小パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
poweradd= 0
ctrl = 0
anim = 400

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 40
getpower  = 20
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -20,-45
hitsound = S7,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 8,3

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

;---------------------------------------------------------------------------
; CROUCH Y
; しゃがみ中パンチ
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 401
poweradd = 20

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 80
getpower  = 60
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -20,-45
hitsound = S7,9
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,4

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

;---------------------------------------------------------------------------
; CROUCH Z
; しゃがみ大パンチ
[Statedef 402]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 402 
poweradd = 20

; カウンターヒット時
[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2movetype = A; 相手が攻撃中なら
attr = C, NA
damage    = 110
animtype = Heavy
guardflag = M
getpower  = 80
hitflag = MAF
priority = 4, Hit
pausetime = 10,8
sparkxy = -20,-60
hitsound = S7,10
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 35
air.hittime = 35
ground.velocity = -7;-1   
air.velocity = -4.5,-3
guard.velocity = -3
airguard.velocity = -3   
fall = 1
air.fall = 1

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2movetype != A
attr = C, NA
damage    = 110
animtype = Heavy
guardflag = M
getpower  = 80
hitflag = MAF
priority = 4, Hit
pausetime = 10,8
sparkxy = -20,-60
hitsound = S7,10
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
air.hittime = 24
ground.velocity = -7
air.velocity = -4.5,-3
guard.velocity = -3
airguard.velocity = -3   


[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,6

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH A
; しゃがみ小キック
[Statedef 404]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 404
poweradd = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 40
getpower  = 20
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -15,0
hitsound = S7,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -5
air.velocity = -1,-3
down.velocity = 0,0


[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 8,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH B
; しゃがみ中キック
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 405
poweradd = 20

[State 405, 1]
type = PosAdd
trigger1 = AnimElem = 3
x = 20

[State 405, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = -20

[State 405, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 80
getpower  = 60
animtype = Medium
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -15,0
hitsound = S7,2
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2,-3
down.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 8,1

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH C
; スライディング
[Statedef 406]
type    = C
movetype= A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 406
poweradd = 20

[State 406, 1]
type = PosAdd
trigger1 = AnimElem = 3
x = 20

[State 406, 2]
type = PosAdd
trigger1 = AnimElem = 9
x = -20

[State 406, 3]
type = VelSet
trigger1 = AnimElem = 4
x = 12

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 200
getpower  = 80
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S7,6
guardsound = 6,0
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1     
air.velocity = -1,-4
air.type = trip
;fall.yvelocity = -5
;fall.xvelocity = -5
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1
p1stateno = 407

[State 406, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 100
getpower  = 20
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S7,6
guardsound = 6,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1
air.velocity = -1,-4
air.type = trip
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1


;[State 200, 7]
;type = Playsnd
;trigger1 = AnimElem = 1
;value = 1,2

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 9,2

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH C
; スライディング
; 根元ヒット後
[Statedef 407]
type    = C
movetype= A
physics = C
juggle  = 15
ctrl = 0

[State 406, 2]
type = PosAdd
trigger1 = AnimElem = 9
x = -20

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; JUMP DOWN
; ジャンプ下降
[Statedef 699]
type    = A
movetype= I
physics = A
juggle  = 0
ctrl = 0

[State 200, 201]
type = VarSet
trigger1 = Pos Y < -30
v = 10
value = 0

[State 200, 201]
type = VarSet
trigger1 = command = "x"
trigger1 = Pos Y >= -30
v = 10
value = 200

[State 200, 201]
type = VarSet
trigger1 = command = "x"
trigger1 = command = "holddown"
trigger1 = Pos Y >= -30
v = 10
value = 400

[State 201, 201]
type = VarSet
trigger1 = command = "y"
trigger1 = Pos Y >= -30
v = 10
value = 201

[State 201, 201]
type = VarSet
trigger1 = command = "y"
trigger1 = command = "holddown"
trigger1 = Pos Y >= -30
v = 10
value = 401

[State 202, 201]
type = VarSet
trigger1 = command = "z"
trigger1 = Pos Y >= -30
v = 10
value = 202

[State 202, 201]
type = VarSet
trigger1 = command = "z"
trigger1 = command = "holddown"
trigger1 = Pos Y >= -30
v = 10
value = 402

[State 202, 201]
type = VarSet
trigger1 = command = "a"
trigger1 = Pos Y >= -30
v = 10
value = 204

[State 202, 201]
type = VarSet
trigger1 = command = "a"
trigger1 = command = "holddown"
trigger1 = Pos Y >= -30
v = 10
value = 404

[State 202, 201]
type = VarSet
trigger1 = command = "b"
trigger1 = Pos Y >= -30
v = 10
value = 205

[State 202, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = command = "b"
trigger1 = Pos Y >= -30
v = 10
value = 405

[State 202, 201]
type = VarSet
trigger1 = command = "c"
trigger1 = Pos Y >= -30
v = 10
value = 206

[State 202, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = command = "c"
trigger1 = Pos Y >= -30
v = 10
value = 406

;---------------------------------------------------------------------------
; JUMP X
; ジャンプ小パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 600
poweradd = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 54
getpower  = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-70
hitsound = S7,8
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -3
air.velocity = -1,-3
p1stateno = 699

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,3

[State 200, 201]
type = VarSet
trigger1 = time <= 2
v = 10
value = 200

[State 200, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = time <= 2
v = 10
value = 400

[State 200, 201]
type = VarSet
trigger1 = time >= 3
v = 10
value = 0

[State 200, 202]
type = ChangeState
trigger1 = time > 19
value = 699

;---------------------------------------------------------------------------
; JUMP Y
; ジャンプ中パンチ
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 601
poweradd = 20

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 140
getpower  = 60
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -10,-60
hitsound = S7,9
guardsound = 6,0
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -4
air.velocity = -2,-3
p1stateno = 699


[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,4

[State 201, 201]
type = VarSet
trigger1 = time <= 3
v = 10
value = 201

[State 201, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = time <= 3
v = 10
value = 401

[State 200, 202]
type = ChangeState
trigger1 = time > 19
value = 699

;---------------------------------------------------------------------------
; JUMP Z
; ジャンプ大パンチ
[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 602
poweradd = 20

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 180
getpower  = 80
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -10,-60
hitsound = S7,10
guardsound = 6,0
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5,-5
p1stateno = 699


[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,5

[State 202, 201]
type = VarSet
trigger1 = time <= 3
v = 10
value = 202

[State 202, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = time <= 3
v = 10
value = 402

[State 200, 202]
type = ChangeState
trigger1 = time > 20
value = 699

;---------------------------------------------------------------------------
; JUMP A
; ジャンプ　小キック
[Statedef 604]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 604
poweradd = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 68
getpower  = 20
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-55
hitsound = S7,1
guardsound = 6,0
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 13
ground.velocity = -3
air.velocity = -1,-3
p1stateno = 699


[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 8,1

[State 202, 201]
type = VarSet
trigger1 = time <= 3
v = 10
value = 204

[State 202, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = time <= 3
v = 10
value = 404

[State 200, 202]
type = ChangeState
trigger1 = time > 19
value = 699

;---------------------------------------------------------------------------
; JUMP B
; ジャンプ中キック
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0  
anim = 605
poweradd = 20

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 138
getpower  = 60
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -10,-55
hitsound = S7,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -4
air.velocity = -3,-3
p1stateno = 699

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,1

[State 202, 201]
type = VarSet
trigger1 = time <= 3
v = 10
value = 205

[State 202, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = time <= 3
v = 10
value = 405

[State 200, 202]
type = ChangeState
trigger1 = time > 20
value = 699

;---------------------------------------------------------------------------
;JUMP C
; ジャンプ大キック
[Statedef 606]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 606
poweradd = 20

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 180
getpower  = 80
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-55
hitsound = S7,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -5,-3
p1stateno = 699


[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 8,2

[State 202, 201]
type = VarSet
trigger1 = time <= 3
v = 10
value = 206

[State 202, 201]
type = VarSet
trigger1 = command = "holddown"
trigger1 = time <= 3
v = 10
value = 406

[State 200, 202]
type = ChangeState
trigger1 = time > 20
value = 699

;- ポジションを固める
;[State 1531, 5]
;type = posfreeze
;trigger1 = time <= 2

;-エフェクト
;[State 1531, 5]
;type = GameMakeAnim
;trigger1 = time >= 15
;trigger1 = TimeMod = 3, 0
;trigger1 = time <= 56
;value = 7
;pos = 30, -50
;random = 100


;---------------------------------------------------------------------------
;三角跳び
; Sankaku tobi
[Statedef 610]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 610

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = PosAdd
trigger1 = AnimTime = 0
x = 50

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 612;45
ctrl = 1


;---------------------------------------------------------------------------
;逆　三角跳び
; Sankaku tobi Reverse
[Statedef 611]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 1001, 2]
type = Turn
trigger1 = time = 0

[State 1001, 2]
type = ChangeState
trigger1 = Time = 0
value = 610

;---------------------------------------------------------------------------
; 三角跳び オリジナル2段目ジャンプ
; Sankaku tobi Jump
[Statedef 612]
type    = A
movetype= I
physics = A
ctrl = 1
velset = 4.5,-10
anim = 42

[State 1001, 2]
type = ChangeAnim
trigger1 = Vel Y = [-0.3,0.3]
trigger1 = time > 0
value = 45

[State 1001, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52


;==============================================================
; バックスラッシュ
; Back Slash
[Statedef 620]
type    = A
movetype= I
physics = N
ctrl = 0
velset = -2.5,-7
anim = 620

[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,8

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 621

;==============================================================
; バックスラッシュ 後編
; Back Slash 2nd Part
[Statedef 621]
type    = A
movetype= I
physics = N
ctrl = 0
velset = -2.5,-5
anim = 621

[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0

[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

; 着地音
[State 621, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==============================================================
; ショート バックスラッシュ
; Short Back Slash
[Statedef 622]
type    = A
movetype= I
physics = N
ctrl = 0
velset = -2.5,-7.3
anim = 622

[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

; Voice
[State 622, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,2

; 着地音
[State 622, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; スカイハイクロー
;-----------------------
; Sky High Crow
; スカイハイクロー　弱
[Statedef 1500]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
x = 0.2
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 1501

; 画面はし張り付き
[Statedef 1501]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1502

;----------------------------
; 突進
[Statedef 1502]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1500
velset = 0,0,0

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

[State 1100, 1]
type = PosAdd
trigger1 = time = 0
x = 90

[State 1100, 1]
type = VelSet
trigger1 = time = 0
x = 12

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 138, 17
guardflag = HA
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3
air.fall = 1
p1stateno = 1504

[State 1100, 2]
type = ChangeState
trigger1 = FrontEdgeDist < 50
value = 1503

; フォロー
; すかり
[Statedef 1503]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 1505

[State 1005, 2]
type = PosAdd
trigger1 = Pos Y < -50
trigger1 = Time = 0
y = 50

[State 1005, 2]
type = PosAdd
trigger1 = Pos Y >= -30
trigger1 = Time = 0
y = -50

[State 1005, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -0.35

[State 1005, 2]
type = VelAdd
trigger1 = time < 16
y = -0.24

[State 1005, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 0
ctrl = 1

;---------------------
; ヒット　フォロー
[Statedef 1504]
type    = A
movetype= I
physics = A
ctrl = 0
velset = 0,0,0
anim = 1505

[State 1005, 2]
type = PosAdd
trigger1 = Pos Y < -30
trigger1 = Time = 0
y = 30

[State 4009, 0]
type = VelSet
trigger1 = Time = 0
x = -2
y = -5

[State 4009, 1]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;-----------------------
; Sky High Crow
; スカイハイクロー　弱
; 背中方向
[Statedef 1506]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = Turn
trigger1 = time = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist < 100
x = 6
y = -9.5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 100
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
trigger1 = Pos Y < -100
value = 1507

;-----------------------
; Sky High Crow
; スカイハイクロー　弱
; 画面はし張り付き
[Statedef 1507]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1502


;---------------------------------------------------------------------------
;-----------------------
; Sky High Crow
; スカイハイクロー　中
[Statedef 1510]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
x = 0.2
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 1511

; 画面はし張り付き
[Statedef 1511]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1512

;------------------------
; 突進
;------------------------
[Statedef 1512]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1500
velset = 0,0,0

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

[State 1100, 1]
type = PosAdd
trigger1 = time = 0
x = 90

[State 1100, 1]
type = VelSet
trigger1 = time = 0
x = 12

[State 1100, 1]
type = VelAdd
trigger1 = time >= 0
y = .06

[State 1100, 1]
type = VelSet
trigger1 = Pos Y >= -30
y = 0

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 138, 17
guardflag = HA
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3
air.fall = 1
p1stateno = 1504

[State 1100, 2]
type = ChangeState
trigger1 = time > 33
trigger2 = Pos Y >= 0
value = 1503

;-----------------------
; Sky High Crow
; スカイハイクロー　弱
; 背中方向
[Statedef 1516]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = Turn
trigger1 = time = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist < 100
x = 6
y = -9.5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 100
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
trigger1 = Pos Y < -100
value = 1517

;-----------------------
; Sky High Crow
; スカイハイクロー　弱
; 画面はし張り付き
[Statedef 1517]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1512

;---------------------------------------------------------------------------
;-----------------------
; Sky High Crow
; スカイハイクロー　強
[Statedef 1520]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
x = 0.2
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 1521

; 画面はし張り付き
[Statedef 1521]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1522

;------------------------
; 突進
;------------------------
[Statedef 1522]
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1500
velset = 0,0,0

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

[State 1100, 1]
type = PosAdd
trigger1 = time = 0
x = 90

[State 1100, 1]
type = VelSet
trigger1 = time = 0
x = 12

[State 1100, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < -50
y = .12

[State 1100, 1]
type = VelSet
trigger1 = Pos Y >= -50
y = 0

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 138, 17
guardflag = HA
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3
air.fall = 1
p1stateno = 1504

[State 1100, 2]
type = ChangeState
trigger1 = time > 33
trigger2 = Pos Y >= 0
value = 1503

;-----------------------
; Sky High Crow
; スカイハイクロー　弱
; 背中方向
[Statedef 1526]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = Turn
trigger1 = time = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist < 100
x = 6
y = -9.5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 100
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
trigger1 = Pos Y < -100
value = 1527

;-----------------------
; Sky High Crow
; スカイハイクロー　弱
; 画面はし張り付き
[Statedef 1527]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1522

;================================================

;==============================================================
; スカーレットテラー
; Skerlet terrer
[Statedef 1600]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-6
anim = 1600

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Heavy
damage    = 96, 12
guardflag = MA
getpower  = 187
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5    
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
damage    = 54, 6
guardflag = MA
getpower  = 187
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0


[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,8

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===================
; スカーレットテラー 中
; Skerlet terrer
[Statedef 1610]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3.5,-6.5
anim = 1610

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Heavy
damage    = 110, 13
guardflag = MA
getpower  = 187
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5    
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
damage    = 68, 8
guardflag = MA
getpower  = 187
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0


[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,8

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===================
; スカーレットテラー 強
; Skerlet terrer
[Statedef 1620]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 4,-7
anim = 1610

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Heavy
damage    = 124, 15
guardflag = MA
getpower  = 187
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5    
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
damage    = 82, 10
guardflag = MA
getpower  = 187
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0


[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,8

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================

;---------------------------------------------------------------------------
;フライングバルセロナアタック
; Flying barcelona Attack XYZ
; 金網張り付き
[Statedef 1300]
type    = A
movetype= I
physics = C
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1300

[State 1302, 1]
type = VarSet
trigger1 = time = 0
v = 1
value = 0

[State 186, 6]
type = Helper
trigger1 = AnimElem = 1
ID = 520
stateno = 520
pos = -300,-240
postype = p1;left
helpertype = normal
keyctrl = 0
ownpal = 0

[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

; 金網張り付き
[Statedef 1301]
type    = A
movetype= I
physics = A
juggle = 0
ctrl = 0
anim = 1301

[State 1000, 2];　 　
type = VelSet
trigger1 = time = 0
x = 3
y = -9.5

[State 1000, 2];　
type = VelAdd
trigger1 = time >= 0
x = -0.02
y = -0.24

[State 1000, 3]
type = ChangeState
triggerall = Vel Y >= 5.5
trigger1 = command = "hold_a"
trigger2 = command = "hold_b"
trigger3 = command = "hold_c"
value = 1302

[State 1000, 3]
type = ChangeState
trigger1 = Vel Y >= 5.5
value = 1306

[State 1302, 1]
type = VarSet
trigger1 = Vel Y > 5.5
trigger1 = Pos Y > -10
v = 1
value = 1

;フライングバルセロナアタック
; Frying barcelona Attack XYZ
; 金網はいつくばり
[Statedef 1302]
type    = A
movetype= I
physics = N
velset = 0,0,0
juggle = 0
ctrl = 0
anim = 1302

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 1302, 0]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Pos Y >= -100
y = -1
[State 1302, 0]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Pos Y <= -30
y = 1
[State 1302, 0]
type = VelSet
trigger1 = command = "holdfwd"
x = 1
[State 1302, 0]
type = VelSet
trigger1 = command = "holdback"
x = -1


[State 1302, 0]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0
[State 1302, 0]
type = VelSet
trigger1 = command != "holdup"
trigger1 = command != "holddown"
y = 0

[State 1302, 0]
type = VelSet
trigger1 = Pos Y <= -100
trigger1 = command = "holdup"
trigger2 = Pos Y >= -30
trigger2 = command = "holddown"
y = 0

[State 1302, 0]
type = ChangeAnim
trigger1 = Vel X = 0
trigger1 = Vel Y = 0
trigger1 = Anim = 1302
value = 1303

[State 1302, 0]
type = ChangeAnim
trigger1 = Vel X != 0
trigger1 = Anim = 1303
trigger2 = Vel Y != 0
trigger2 = Anim = 1303
value = 1302

[State 1302, 1]
type = ChangeState
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = time > 400
value = 1303


;---------------------------------------------------------------------------
;フライングバルセロナアタック
; Flying barcelona Attack XYZ
; 襲いかかり
[Statedef 1303]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1002

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 1000, 1]
type = Turn
trigger1 = time = 0
trigger1 = p2bodydist x <= -10

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 2,1

[State 1302, 1]
type = VarSet
trigger1 = time = 0
v = 1
value = 1

[State 1002, 0]
type = Velset
trigger1 = time = 0
trigger1 = Pos Y < -70
y = -9
[State 1002, 0]
type = Velset
trigger1 = time = 0
trigger1 = Pos Y <= 0
y = -12

[State 1002, 0]
type = VelAdd
trigger1 = p2bodydist x <= 30
;trigger1 = p2bodydist x > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = Vel X > 0
x = -0.3

[State 1002, 0]
type = VelSet
trigger1 = p2bodydist x <= -10
trigger1 = p2bodydist x >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = Vel X < 0
x = 0.6


; 相手の位置によって初速変化
[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 20
x = 1

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 60
x = 3

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 100
x = 5

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 140
x = 7

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 160
x = 8

; 重力
[State 1002, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1002, 2]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdfwd"
trigger1 = Vel X < 5
x = 0.5

[State 1002, 3]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdback"
trigger1 = Vel X > 0.5
x = -0.35

[State 1002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;---------------------------------------------------------------------------
;フライングバルセロナアタック
; Frying baruserona Attack XYZ
; 金網張り付き 攻撃
[Statedef 1305]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1011

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Heavy
damage    = 208, 26
guardflag =
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

[State 1003, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;フライングバルセロナアタック
; Frying barcelona Attack XYZ
; 金網はいつくばり
; オートコントロール
[Statedef 1306]
type    = A
movetype= I
physics = N
velset = 0,0,0
juggle = 0
ctrl = 0
anim = 1302

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

;------------
; 縦方向ランダム
[State 180, 8]
type = VarRandom
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
v = 8
range = 1,4

[State 180, 8]
type = VarSet
triggerall = Pos Y <= -100
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
v = 8
value = 2

[State 180, 8]
type = VarSet
triggerall = Pos Y >= -30
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
v = 8
value = 1

[State 1302, 0]
type = VelSet
triggerall = Var(8) = 1
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
y = -0.5

[State 1302, 0]
type = VelSet
triggerall = Var(8) = 2
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
y = 0.5

[State 1302, 0]
type = VelSet
triggerall = Var(8) >= 3
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
y = 0

;------------
; 横方向ランダム
[State 180, 8]
type = VarRandom
triggerall = Vel Y != 0
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
v = 8
range = 4,7

[State 180, 8]
type = VarRandom
triggerall = Vel Y = 0
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
v = 8
range = 4,5

[State 1302, 0]
type = VelSet
triggerall = Var(8) = 4
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
x = -1

[State 1302, 0]
type = VelSet
triggerall = Var(8) = 5
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
x = 1

[State 1302, 0]
type = VelSet
triggerall = Var(8) >= 6
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
x = 0

[State 1302, 0]
type = VelSet
triggerall = Var(8) >= 8
trigger1 = time = 20
trigger2 = time = 211
trigger3 = time = 371
x = 0
y = 0

[State 1302, 0]
type = VelSet
trigger1 = Time = [0,19]
trigger2 = Time = [140,210]
trigger3 = Time = [330,400]
x = 0
y = 0

;;[State 731, 3]
;;type = GameMakeAnim
;;trigger1 = TimeMod = 9, 0
;;value = 100
;;pos = 23, 0


[State 1302, 0]
type = VelSet;;Add
trigger1 = Pos Y <= -100
trigger1 = Vel Y < 0
y = 0;0.6
[State 1302, 0]
type = VelSet;;VelAdd
trigger1 = Pos Y >= -30
trigger1 = Vel Y > 0
y = 0;-0.6

[State 1302, 0]
type = ChangeAnim
trigger1 = Vel X = 0
trigger1 = Vel Y = 0
trigger1 = Anim = 1302
value = 1303

[State 1302, 0]
type = ChangeAnim
trigger1 = Vel X != 0
trigger1 = Anim = 1303
trigger2 = Vel Y != 0
trigger2 = Anim = 1303
value = 1302

[State 1302, 1]
type = ChangeState
trigger1 = time >= 360
value = 1303

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Frying barcelona Attack X
[Statedef 1000]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2];　
type = VelSet
trigger1 = time = 0
x = 10
y = -9.5

[State 1000, 2];　
type = VelAdd
trigger1 = time >= 0
x = 0.2
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 1001

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Frying barcelona Attack X
; 背中方向
[Statedef 1006]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = Turn
trigger1 = time = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist < 100
x = 6
y = -9.5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 100
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
trigger1 = Pos Y < -100
value = 1007

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Frying barcelona Attack X
; 画面はし張り付き
[Statedef 1007]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Frying barcelona Attack X
; 画面はし張り付き
[Statedef 1001]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Flying barcelona Attack X
; 襲いかかり
[Statedef 1002]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1002

[State 1002, 0]
type = PosAdd
trigger1 = time = 0
x = 60

[State 1002, 0]
type = Velset
trigger1 = time = 0
y = -7

[State 1002, 0]
type = VelAdd
trigger1 = p2bodydist x <= 30
;trigger1 = p2bodydist x > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = Vel X > 0
x = -0.3

[State 1002, 0]
type = VelSet
trigger1 = p2bodydist x <= -10
trigger1 = p2bodydist x >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = Vel X < 0
x = 0.6


; 相手の位置によって初速変化
[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 20
x = 1

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 40
x = 2

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 60
x = 3

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 80
x = 4

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 100
x = 5

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 120
x = 6

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 140
x = 7

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 160
x = 8

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 220
x = 9

; 重力
[State 1002, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1002, 2]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdfwd"
trigger1 = Vel X < 5
x = 0.5

[State 1002, 3]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdback"
trigger1 = Vel X > 0.5
x = -0.35

[State 1002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Frying baruserona Attack X
; 攻撃
[Statedef 1003]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1003

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Heavy
damage    = 180, 22
guardflag = HA
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1003, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

[State 1003, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;---------------------------------------------------------------------------
;フライングバルセロナアタック 中
; Frying baruserona Attack Y
; 攻撃
[Statedef 1010]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1010

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Heavy
damage    = 194, 24
guardflag = HA
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

[State 1003, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;---------------------------------------------------------------------------
;フライングバルセロナアタック 強
; Frying baruserona Attack Z
; 攻撃
[Statedef 1011]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1011

[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Heavy
damage    = 208, 26
guardflag = HA
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

[State 1003, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Frying baruserona Attack X
; 着地
[Statedef 1004]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 47

[State 1002, 0]
type = Turn
trigger1 = p2bodydist x < -30

[State 1004, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1004, 1]
type = VelSet
trigger1 = time = 5
x = -3
y = -4

[State 1004, 2]
type = ChangeState
trigger1 = Time >= 5
value = 1005

;---------------------------------------------------------------------------
;フライングバルセロナアタック 弱
; Frying baruserona Attack X
; バックバウンド
[Statedef 1005]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 1005

[State 1005, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 0
ctrl = 1

;----------------------------
; イズナドロップ
; Izuna Drop
[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

;[State 1002, 0]
;type = Turn
;trigger1 = p2bodydist x <= -30

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdback"
attr = A, ST
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 1051
p2stateno = 1060

[State 1310, 0];　 　
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdback"
attr = A, ST
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 1070
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 1003

;----------------------------
; イズナドロップ 逆
; Izuna Drop Reverse
[Statedef 1055]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

[State 1002, 0]
type = Turn
trigger1 = time = 0

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdfwd"
attr = A, ST
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 1051
p2stateno = 1060

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdfwd"
attr = A, ST
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 1070
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 1003

;--------------------------
; 投げ
[Statedef 1070]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 4002, 1]
type = turn
trigger1 = time = 0

[State 2206, 2]
type = ChangeState
trigger1 = Time = 0
value = 1051

;--------------------------
; 投げ
[Statedef 1051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 1051, 0]
type = PosAdd
trigger1 = AnimElem = 1
trigger1 = Pos Y > -180
y = -20

[State 1051, 0]
type = VelSet
trigger1 = AnimElem = 2
x = -1
y = -3

[State 1051, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

[State 1051, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = 25, -100
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 3
pos = -10, -80
time = 6

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1052
ctrl = 0

;--------------------------
; 直下
[Statedef 1052]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
;;velset = 0,0,0
anim = 1052

[State 4002, 1]
type = targetbind
trigger1 = time >= 0
pos = -30,0
time = 1

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 4009, 0]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1053
ctrl = 0

;---------------------
; 投げ　たたきつけストップ
[Statedef 1053]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 1053

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 1061

[State 1052, 0]
type = Playsnd
trigger1 = Time = 0
value = 1,2

[State 1052, 0]
type = EnvShake
trigger1 = Time = 0
time = 8
ampl = 13

; インパクト音
[State 1052, 1]
type = Playsnd
trigger1 = Time = 0
value = 6,4

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimTime = 0
value = -138

[State 4000, 2]
type = targetDrop
trigger1 = AnimTime = 0

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = -30, 0
time = 16

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = -10, 0
time = 5

[State 4020, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 1054
ctrl = 0

;---------------------
; 投げ　フォロー
[Statedef 1054]
type    = A
movetype= I
physics = A
ctrl = 0
velset = 0,0,0
anim = 1054

[State 4009, 0]
type = Turn
trigger1 = Time = 0

[State 4009, 0]
type = VelSet
trigger1 = Time = 0
x = -2
y = -5

[State 4009, 1]
type = ChangeState
trigger1 = Time >= 90
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; IZUNA THROW
; イズナ投げられ
[Statedef 1080]
type    = A
movetype= H
physics = N

[State 1060, 0]
type = Turn
trigger1 = time = 1

[State 1060, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 1060

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 2206, 2]
type = ChangeState
trigger1 = time > 365
value = 6100

;---------------------------------------------------------------------------
; IZUNA THROW
; イズナ投げられ
[Statedef 1060]
type    = A
movetype= H
physics = N

;[State 1060, 0]
;type = Turn
;trigger1 = time = 0

[State 1060, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 1060

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 2206, 2]
type = ChangeState
trigger1 = time > 365
value = 6100

;---------------------------------------------------------------------------
; IZUNA THROW
; イズナたたきつけられ
[Statedef 1061]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1060, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 1061

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 6100, 4]
type = GameMakeAnim
trigger1 = AnimElem = 1
value = 15
pos = 0, 0
under = 1

[State 1060, 0]
type = Turn
trigger1 = AnimElem = 3

[State 4004, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -3
[State 4004, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

;[State 4004, 2]
;type = PosAdd
;trigger1 = AnimElem = 10
;x = 35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100


;===================================================;
; ローリングクリスタルフラッシュ　弱
; Rolling Crystal flash X
;===================================================;
[Statedef 1400]
type    = A
movetype= A
physics = S
ctrl = 0
poweradd = 80
velset = 0,0
anim = 1400

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,7

; 初期位置セット
[State 1003, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20
y = -20

; 突進
[State 1003, 2]
type = VelSet
trigger1 = time > 6
x = 4

; 突進
[State 1003, 2]
type = VelSet
trigger1 = AnimElem = 2
y = -2

[State 1003, 2]
type = VelSet
trigger1 = Pos Y < 0
y = .70

[State 1400, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401


; 一回転目
[Statedef 1401]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1401

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3


; 
[State 1003, 2]
type = VelSet
trigger1 = time >= 0
x = 4

; 初期位置に移動
[State 1101, 2]
type = PosAdd
trigger1 = time = 0
x = -10
y = -30

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .70

; 地面
[State 1003, 2]
type = VelSet
trigger1 = time > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

; 地面
[State 1003, 2]
type = PosSet
trigger1 = AnimElem = 3
y = 0

; 着地音
[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1

[State 1003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1402

;---------------------------------------------------------------------------
; ローリングクリスタルフラッシュ とどめ 爪突き
; Rolling Crystal Flash Finish
[Statedef 1402]
type    = A
movetype= A
physics = C
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 1403


[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage    = 166
animtype = Heavy
guardflag = M
getpower  = 80
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -20,-60
hitsound = S7,10
guardsound = S9,3
ground.type = High
ground.slidetime = 15
ground.hittime  = 22
air.hittime = 24
ground.velocity = -7
air.velocity = -4.5,-3
guard.velocity = -3
guard.hittime  = 23
airguard.velocity = -3   

[State 200, 7]
type = PosSet
trigger1 = time = 0
y = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,2

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; ローリングクリスタルフラッシュ　中
; Rolling Crystal flash Y
; 
[Statedef 1410]
type    = A
movetype= A
physics = S
ctrl = 0
poweradd = 80
velset = 0,0
anim = 1400

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.5
air.velocity = -2.5, -3

[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,7

; 初期位置セット
[State 1003, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20
y = -20

; 突進
[State 1003, 2]
type = VelSet
trigger1 = time >= 7
x = 4

[State 1003, 2]
type = VelSet
trigger1 = AnimElem = 2
y = -2

[State 1003, 2]
type = VelSet
trigger1 = Pos Y < 0
y = .70

[State 1400, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1411

;-------------------------------------
; 一回転目
[Statedef 1411]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1401

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -2.5, -3


; 突進
[State 1003, 2]
type = VelSet
trigger1 = time >= 0
x = 4

; 初期位置に移動
[State 1101, 2]
type = PosAdd
trigger1 = time = 0
x = -10
y = -25

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .70

; バウンド
[State 1101, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = -7

; 地面
[State 1003, 2]
type = PosSet
trigger1 = AnimElem = 3
y = 0

; 着地音
[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1

[State 1003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1412

;---------------------------------
; 2回転目
[Statedef 1412]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1402

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5, -3


; 突進
[State 1003, 2]
type = VelSet
trigger1 = time >= 0
x = 4

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .70

; 地面
[State 1003, 2]
type = VelSet
trigger1 = time > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

; 地面
[State 1003, 2]
type = PosSet
trigger1 = AnimElem = 3
y = 0

; 着地音
[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1

[State 1003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1402

;---------------------------------------------------------------------------
; ローリングクリスタルフラッシュ　強
; Rolling Crystal flash Z
; 
[Statedef 1420]
type    = A
movetype= A
physics = S
ctrl = 0
poweradd = 80
velset = 0,0
anim = 1400

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.5
air.velocity = -2.5, -3

[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,7

; 初期位置セット
[State 1003, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20
y = -20

; 突進
[State 1003, 2]
type = VelSet
trigger1 = time >= 7
x = 4

[State 1003, 2]
type = VelSet
trigger1 = AnimElem = 2
y = -2

[State 1003, 2]
type = VelSet
trigger1 = Pos Y < 0
y = .80

[State 1400, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1421

;-------------------------------------
; 一回転目
[Statedef 1421]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1401

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -2.5, -3


; 突進
[State 1003, 2]
type = VelSet
trigger1 = time >= 0
x = 4

; 初期位置に移動
[State 1101, 2]
type = PosAdd
trigger1 = time = 0
x = -10
y = -25

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .90

; バウンド
[State 1101, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = -7

; 地面
[State 1003, 2]
type = PosSet
trigger1 = AnimElem = 3
y = 0

; 着地音
[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1

[State 1003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1422

;---------------------------------
; 2回転目
[Statedef 1422]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1402

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -2.5, -3


; バウンド
[State 1101, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = -7

; 突進
[State 1003, 2]
type = VelSet
trigger1 = time >= 0
x = 4

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .90

; 地面
[State 1003, 2]
type = PosSet
trigger1 = AnimElem = 3
y = 0

; 着地音
[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1

[State 1003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1423

;---------------------------------
; 3回転目
[Statedef 1423]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1402

[State 1101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40, 5
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -2.5, -3


; バウンド
[State 1101, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = -7

; 突進
[State 1003, 2]
type = VelSet
trigger1 = time >= 0
x = 4

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .90

; 地面
[State 1003, 2]
type = PosSet
trigger1 = AnimElem = 3
y = 0

; 着地音
[State 1400, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1

[State 1003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1402


;---------------------------------------------------------------------------
;フライングバルセロナスペシャル LV1
; Frying barcelona Special LV1
[Statedef 2000]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2];　
type = VelSet
trigger1 = time = 0
x = 10
y = -9.5

[State 1000, 2];　
type = VelAdd
trigger1 = time >= 0
x = 0.2
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 2001

;----------------------------------
;フライングバルセロナスペシャル LV1
; Frying barcelona Special LV1
; 画面はし張り付き
[Statedef 2001]
type    = A
movetype= I
physics = N
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 20, -45
anim = 30

[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002

;--------------
; 背中方向
[Statedef 2006]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = Turn
trigger1 = time = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist < 100
x = 6
y = -9.5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 100
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
trigger1 = Pos Y < -100
value = 2007

;---------------------
; 画面はし張り付き
; 背面
[Statedef 2007]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
poweradd = -1000

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 20, -45
anim = 30

[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002

;----------------------------------
;フライングバルセロナスペシャル LV1
; Frying barcelona Special LV1
; 襲いかかり
[Statedef 2002]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1002

[State 1002, 0]
type = PosAdd
trigger1 = time = 0
x = 60

[State 1002, 0]
type = Velset
trigger1 = time = 0
y = -7

[State 1002, 0]
type = VelAdd
trigger1 = p2bodydist x <= 30
;trigger1 = p2bodydist x > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = Vel X > 0
x = -0.3

[State 1002, 0]
type = VelSet
trigger1 = p2bodydist x <= -10
trigger1 = p2bodydist x >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = Vel X < 0
x = 0.6


; 相手の位置によって初速変化
[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 20
x = 1

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 60
x = 3

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 100
x = 5

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 140
x = 7

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 160
x = 8

; 重力
[State 1002, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1002, 2]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdfwd"
trigger1 = Vel X < 5
x = 0.5

[State 1002, 3]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdback"
trigger1 = Vel X > 0.5
x = -0.35

[State 1002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;----------------------------------
;フライングバルセロナスペシャル LV1
; Frying barcelona Special LV1
; 攻撃
[Statedef 2003]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2003

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 4110, 6]
type = AfterImageTime
trigger1 = Pos Y >= 0
time = 0

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
animtype  = Heavy
damage    = 222, 27
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Heavy
damage    = 236, 29
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1003, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

[State 1003, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004


;----------------------------
; ローリングイズナドロップ Lv1
; Rolling Izuna Drop Lv1
[Statedef 2050]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdback"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2071
p2stateno = 1060

[State 1310, 0];　 　
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdback"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2070
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 2003

;----------------------------
; ローリングイズナドロップ 逆 Lv1
; Rolling Izuna Drop Reverse Lv1
[Statedef 2055]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

[State 1002, 0]
type = Turn
trigger1 = time = 0

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdfwd"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2071
p2stateno = 1060

[State 1310, 0];　 　
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdfwd"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2070
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 2003

;--------------------------
; 投げ
[Statedef 2070]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 4002, 1]
type = turn
trigger1 = time = 0

[State 2206, 2]
type = ChangeState
trigger1 = Time = 0
value = 2071

;--------------------------
; スーパー処理
[Statedef 2071]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 2071

[State 1051, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

;--- スーパー音１
[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;movetime = 1
time = 30
pos = 30, -85
anim = 30

; わらい
[State 1051, 1]
type = Playsnd
trigger1 = time = 1
value = 2,3

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 1

[State 2206, 2]
type = ChangeState
trigger1 = Time = 2
value = 2051

;--------------------------
; 投げ
[Statedef 2051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 1060

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 1051, 0]
type = PosAdd
trigger1 = AnimElem = 1
trigger1 = Pos Y > -180
y = -20

[State 1051, 0]
type = VelSet
trigger1 = AnimElem = 2
x = -1
y = -3

;[State 1051, 1]
;type = Playsnd
;trigger1 = AnimElem = 5
;value = 1,8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = 25, -100
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 3
pos = -10, -80
time = 6

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2052
ctrl = 0

;--------------------------
; 直下
[Statedef 2052]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
;;velset = 0,0,0
anim = 1052

[State 4002, 1]
type = targetbind
trigger1 = time >= 0
pos = -30,0
time = 1

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 4009, 0]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 2053
ctrl = 0

;---------------------
; 投げ　たたきつけストップ
[Statedef 2053]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 1053

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 2061

[State 1052, 0]
type = EnvShake
trigger1 = Time = 0
time = 8
ampl = 13

; インパクト音
[State 1052, 1]
type = Playsnd
trigger1 = Time = 0
value = 6,4

; スーパーポーズ後0.664倍される
[State 4000, 2]
type = targetlifeadd
trigger1 = AnimTime = 0
value = -188;true data ;-125

;[State 4000, 2]
;type = targetDrop
;trigger1 = AnimTime = 0

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = -30, 0
time = 16

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = -10, 0
time = 5

[State 4020, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 2090
ctrl = 0

;---------------------
; 投げ　つなぎ
[Statedef 2090]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0,0
anim = 2090

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 2090, 0]
type = targetvelset
Trigger1 = animelem = 2
x = -0.1
y = -2

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = time > 0
y = 0

[State 4009, 0]
type = VelSet
trigger1 = Time = 0
x = -4
y = -5.5

[State 4009, 1]
type = ChangeState
trigger1 = Time >= 18
value = 2091

;--------------------------
; 投げ フィニッシュ
[Statedef 2091]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 2091, 1]
type = VarRandom
trigger1 = Time = 1
v = 8
range = 1,32

[State 2091, 1]
type = VarSet
trigger1 = Time = 1
trigger1 = command = "hold_x"
v = 8
value = 32

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
trigger1 = Var(8) < 32
time = 90
TimeGap  = 2
FrameGap = 4
length = 15

[State 2051, 1]
type = AfterImage
trigger1 = Time = 1
trigger1 = Var(8) = 32
PalBright = 0, 0, 0
PalContrast = 120,220,120
PalAdd = 50, 10, 50
PalMul = 1.0, .30 ,1.0
time = 2

[State 2051, 2]
type = AfterImageTime
trigger1 = Time = [3, 60]
trigger1 = Var(8) = 32
time = 2

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 1060

[State 1051, 0]
type = VelSet
trigger1 = AnimElem = 2
x = -1
y = -9

[State 1051, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

[State 1051, 1]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = 25, -100
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 3
pos = -10, -80
time = 6

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2092
ctrl = 0

;--------------------------
; 直下
[Statedef 2092]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
;;velset = 0,0,0
anim = 1052

[State 2091, 1]
type = AfterImageTime
trigger1 = Time = [0, 60]
trigger1 = Var(8) = 32
time = 2

[State 4002, 1]
type = targetbind
trigger1 = time >= 0
pos = -30,0
time = 1

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 4009, 0]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 2093
ctrl = 0

;---------------------
; 投げ　たたきつけストップ
; finish
[Statedef 2093]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 1053

[State 2091, 1]
type = VarSet
trigger1 = AnimTime = 0
v = 8
value = 0

[State 2091, 1]
type = AfterImageTime
trigger1 = Time = [0, 60]
trigger1 = Var(8) = 32
time = 2

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 1061

[State 1052, 0]
type = Playsnd
trigger1 = Time = 0
value = 1,2

[State 1052, 0]
type = EnvShake
trigger1 = Time = 0
time = 8
ampl = 13

; インパクト音
[State 1052, 1]
type = Playsnd
trigger1 = Time = 0
value = 6,4

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimTime = 0
value = -188

[State 4000, 2]
type = targetDrop
trigger1 = AnimTime = 0

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = -30, 0
time = 16

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = -10, 0
time = 5

[State 4020, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 1054
ctrl = 0

;---------------------------------------------------------------------------
; IZUNA THROW
; ローリングイズナたたきつけられ
[Statedef 2061]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1060, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 2061

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 6100, 4]
type = GameMakeAnim
trigger1 = AnimElem = 1
value = 15
pos = 0, 0
under = 1

;[State 6100, 4]
;type = VelSet
;trigger1 = AnimElem = 2
;y = -2

[State 6100, 4]
type = VelAdd
trigger1 = Pos Y < 0
y = .24
[State 6100, 4]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
;フライングバルセロナスペシャル LV2
; Frying barcelona Special LV2
; ______レベル2_______Start__________
[Statedef 2100]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2];　
type = VelSet
trigger1 = time = 0
x = 10
y = -9.5

[State 1000, 2];　
type = VelAdd
trigger1 = time >= 0
x = 0.2
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 2101

;----------------------------------
;フライングバルセロナスペシャル LV2
; Frying barcelona Special LV2
; 画面はし張り付き
[Statedef 2101]
type    = A
movetype= I
physics = N
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 20, -45
anim = 30

[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102

;--------------
; 背中方向
[Statedef 2106]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = Turn
trigger1 = time = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist < 100
x = 6
y = -9.5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 100
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
trigger1 = Pos Y < -100
value = 2107

;---------------------
; 画面はし張り付き
; 背面
[Statedef 2107]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
poweradd = -2000

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 20, -45
anim = 30

[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102

;----------------------------------
;フライングバルセロナスペシャル LV2
; Frying barcelona Special LV2
; 襲いかかり
[Statedef 2102]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1002

[State 2102, 0]
type = PosAdd
trigger1 = time = 0
x = 60

[State 2102, 1]
type = Velset
trigger1 = time = 0
y = -7

[State 1002, 0]
type = VelAdd
trigger1 = p2bodydist x <= 30
;trigger1 = p2bodydist x > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = Vel X > 0
x = -0.3

[State 1002, 0]
type = VelSet
trigger1 = p2bodydist x <= -10
trigger1 = p2bodydist x >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = Vel X < 0
x = 0.6


; 相手の位置によって初速変化
[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 20
x = 1

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 60
x = 3

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 100
x = 5

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 140
x = 7

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 160
x = 8

; 重力
[State 1002, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1002, 2]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdfwd"
trigger1 = Vel X < 5
x = 0.5

[State 1002, 3]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdback"
trigger1 = Vel X > 0.5
x = -0.35

[State 1002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;----------------------------------
;フライングバルセロナスペシャル LV2
; Frying barcelona Special LV2
; 攻撃
[Statedef 2103]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2103

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 4110, 6]
type = AfterImageTime
trigger1 = Pos Y >= 0
time = 0

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, HA
animtype  = Heavy
damage    = 276, 34
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype  = Heavy
damage    = 276, 34
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1003, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

[State 1003, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;----------------------------
; ローリングイズナドロップ Lv2
; Rolling Izuna Drop Lv2
;____________Start__________
[Statedef 2150]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdback"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2171
p2stateno = 1060

[State 1310, 0];　 　
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdback"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2170
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 2103

;----------------------------
; ローリングイズナドロップ 逆 Lv1
; Rolling Izuna Drop Reverse Lv1
[Statedef 2155]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

[State 1002, 0]
type = Turn
trigger1 = time = 0

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdfwd"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2171
p2stateno = 1060

[State 1310, 0];　 　
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdfwd"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2170
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 2103

;--------------------------
; 投げ
[Statedef 2170]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 4002, 1]
type = turn
trigger1 = time = 0

[State 2206, 2]
type = ChangeState
trigger1 = Time = 0
value = 2171

;--------------------------
; スーパー処理
[Statedef 2171]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 2071

[State 1051, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

;--- スーパー音１
[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 30, -85
anim = 30

; わらい
[State 1051, 1]
type = Playsnd
trigger1 = time = 1
value = 2,3

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 1

[State 2206, 2]
type = ChangeState
trigger1 = Time = 2
value = 2151

;--------------------------
; 投げ
[Statedef 2151]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 1060

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 1051, 0]
type = PosAdd
trigger1 = AnimElem = 1
trigger1 = Pos Y > -180
y = -20

[State 1051, 0]
type = VelSet
trigger1 = AnimElem = 2
x = -1
y = -3

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = 25, -100
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 3
pos = -10, -80
time = 6

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2152
ctrl = 0

;--------------------------
; 直下
[Statedef 2152]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
;;velset = 0,0,0
anim = 1052

[State 4002, 1]
type = targetbind
trigger1 = time >= 0
pos = -30,0
time = 1

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 4009, 0]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 2153
ctrl = 0

;---------------------
; 投げ　たたきつけストップ
[Statedef 2153]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 1053

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 2061

[State 1052, 0]
type = EnvShake
trigger1 = Time = 0
time = 8
ampl = 13

; インパクト音
[State 1052, 1]
type = Playsnd
trigger1 = Time = 0
value = 6,4

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimTime = 0
value = -188

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = -30, 0
time = 16

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = -10, 0
time = 5

[State 4020, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 2190
ctrl = 0

;---------------------
; 投げ　つなぎ
[Statedef 2190]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0,0
anim = 2090

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 2090, 0]
type = targetvelset
Trigger1 = animelem = 2
x = -0.1
y = -2

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = time > 0
y = 0

[State 4009, 0]
type = VelSet
trigger1 = Time = 0
x = -4
y = -5.5

[State 4009, 1]
type = ChangeState
trigger1 = Time >= 18
value = 2154

;--------------------------
; 2回転目への接続
[Statedef 2154]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 2071

[State 1051, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

[State 2206, 2]
type = ChangeState
trigger1 = Time = 0
value = 2051


;---------------------------------------------------------------------------
;フライングバルセロナスペシャル LV3
; Frying barcelona Special LV3
; ______レベル3_______Start__________
[Statedef 2200]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2];　
type = VelSet
trigger1 = time = 0
x = 10
y = -9.5

[State 1000, 2];　
type = VelAdd
trigger1 = time >= 0
x = 0.2
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 2201

;----------------------------------
;フライングバルセロナスペシャル LV3
; Frying barcelona Special LV3
; 画面はし張り付き
[Statedef 2201]
type    = A
movetype= I
physics = N
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 1001

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 20, -45
anim = 30

[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2202

;--------------
; 背中方向
[Statedef 2206]
type    = A
movetype= I
physics = A
velset = 0,0,0
poweradd = 0
juggle = 0
ctrl = 0
anim = 1000

[State 1000, 1]
type = Turn
trigger1 = time = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist < 100
x = 6
y = -9.5

[State 1000, 2]
type = VelSet
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 100
x = 10
y = -9.5

[State 1000, 2]
type = VelAdd
trigger1 = time >= 0
y = -0.24

[State 1000, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
trigger1 = Pos Y < -100
value = 2207

;---------------------
; 画面はし張り付き
; 背面
[Statedef 2207]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
poweradd = -3000

[State 1001, 0]
type = Width
trigger1 = time >= 0
value = 0,-20

[State 1001, 1];ココで反転
type = Turn
trigger1 = Time = 0

[State 1001, 2]
type = PosAdd
trigger1 = time >= 0
x = -20

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 20, -45
anim = 30

[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2202

;----------------------------------
;フライングバルセロナスペシャル LV3
; Frying barcelona Special LV3
; 襲いかかり
[Statedef 2202]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1002

[State 2102, 0]
type = PosAdd
trigger1 = time = 0
x = 60

[State 2102, 1]
type = Velset
trigger1 = time = 0
y = -7

[State 1002, 0]
type = VelAdd
trigger1 = p2bodydist x <= 30
;trigger1 = p2bodydist x > 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = Vel X > 0
x = -0.3

[State 1002, 0]
type = VelSet
trigger1 = p2bodydist x <= -10
trigger1 = p2bodydist x >= 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = Vel X < 0
x = 0.6


; 相手の位置によって初速変化
[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 20
x = 1

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 60
x = 3

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 100
x = 5

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 140
x = 7

[State 1002, 0]
type = Velset
trigger1 = AnimElem = 1
trigger1 = p2bodydist x > 160
x = 8

; 重力
[State 1002, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1002, 2]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdfwd"
trigger1 = Vel X < 5
x = 0.5

[State 1002, 3]
type = VelAdd
trigger1 = time >= 1
trigger1 = command = "holdback"
trigger1 = Vel X > 0.5
x = -0.35

[State 1002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;----------------------------------
;フライングバルセロナスペシャル LV3
; Frying barcelona Special LV3
; 攻撃
[Statedef 2203]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2203

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 4110, 6]
type = AfterImageTime
trigger1 = Pos Y >= 0
time = 0

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = A, HA
animtype  = Heavy
damage    = 276, 34
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

[State 1003, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Heavy
damage    = 276, 34
guardflag = H
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-70
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5   
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0

; 重力
[State 1003, 2]
type = VelAdd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .48

[State 1003, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

[State 1003, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1004

;----------------------------
; ローリングイズナドロップ Lv3
; Rolling Izuna Drop Lv3
;____________Start__________
[Statedef 2250]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdback"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2271
p2stateno = 1060

[State 1310, 0];　 　
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdback"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2270
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 2203

;----------------------------
; ローリングイズナドロップ 逆 Lv3
; Rolling Izuna Drop Reverse Lv3
[Statedef 2255]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1050

[State 1002, 0]
type = Turn
trigger1 = time = 0

[State 1310, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command = "holdfwd"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2271
p2stateno = 1060

[State 1310, 0];　 　
type = HitDef
trigger1 = AnimElem = 1
trigger1 = command != "holdfwd"
attr = A, HT
p2facing = -1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = MAF
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 2270
p2stateno = 1080


[State 1310, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = .48
[State 1310, 2]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 1310, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1310, 4]
type = ChangeState
trigger1 = time = 1
value = 2203


;==============================================================
; スカーレットミラージュ Lv1
; Skerlet mirage Lv1
[Statedef 2300]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 2300
poweradd = -1000

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 2300,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2

;--- スーパー音１
[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;movetime = 1
time = 30
pos = 0, -55
anim = 30

[State 2300,1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2301

; 一回転
[Statedef 2301]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 6,0
anim = 2301

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, HA
animtype  = Heavy
damage    = 138, 17
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3

[State 1001, 2]
type = ChangeState
trigger1 = Time >= 23
value = 2302

; 2回転
[Statedef 2302]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-6
anim = 2301

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, HA
animtype  = Heavy
damage    = 138, 17
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5    
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0


[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 4
y = -15
[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 5
y = 15

[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================
; スカーレットミラージュ Lv2
; Skerlet mirage Lv2
[Statedef 2310]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 2300
poweradd = -2000

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 2300,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2

;--- スーパー音１
[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;movetime = 1
time = 30
pos = 0, -55
anim = 30

[State 2300,1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2311

; 一回転
[Statedef 2311]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 6,0
anim = 2301

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 9

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, HA
animtype  = Heavy
damage    = 180, 22
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3

[State 1001, 2]
type = ChangeState
trigger1 = Time >= 23
value = 2312

; 2回転
[Statedef 2312]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-6
anim = 2301

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 180, 22
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, HA
animtype  = Heavy
damage    = 180, 22
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5    
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0


[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 4
y = -15
[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 5
y = 15

[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = Time >= 42
value = 0
ctrl = 1

;===========================
; スカーレットミラージュ Lv3
; Skerlet mirage Lv3
[Statedef 2320]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 2300
poweradd = -3000

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 90
TimeGap  = 2
FrameGap = 4
length = 15

[State 2300,0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2

;--- スーパー音2
[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,2

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;movetime = 1
time = 30
pos = 0, -55
anim = 30

[State 2300,1]
type = ChangeState
trigger1 = AnimTime = 0
value = 2321

; 一回転
[Statedef 2321]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 6,0
anim = 2301

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 9

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, HA
animtype  = Heavy
damage    = 180, 22
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3

[State 1001, 2]
type = ChangeState
trigger1 = Time >= 23
value = 2322

; 2回転
[Statedef 2322]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-4
anim = 2301

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, HA
animtype  = Heavy
damage    = 180, 22
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 4
y = -15
[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 5
y = 15

[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
trigger2 = Time >= 23
y = 0

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = Time >= 23
value = 2323

; 3回転
[Statedef 2323]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 3,-6
anim = 2301

[State 900,3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 180, 22
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3.5
air.velocity = -2.5, -3

[State 1102, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, HA
animtype  = Heavy
damage    = 180, 22
guardflag = M
getpower  = 0
hitflag = MAF
pausetime = 15,15
sparkxy = -20,-10
hitsound = S7,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.5    
air.velocity = -2.5, -3
fall = 1
air.fall = 1
fall.recovery = 0


[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 4
y = -15
[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 5
y = 15

[State 1001, 2]
type = VelAdd
trigger1 = time > 0
y = .48

[State 1001, 2]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
x = 0
y = 0
[State 1001, 2]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 0
y = 0

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4

; 着地音
[State 620, 1]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6,1

[State 1001, 2]
type = ChangeState
trigger1 = Time >= 42
value = 0
ctrl = 1

;--------------------------
; 投げ
[Statedef 2270]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 4002, 1]
type = turn
trigger1 = time = 0

[State 2206, 2]
type = ChangeState
trigger1 = Time = 0
value = 2271

;--------------------------
; スーパー処理
[Statedef 2271]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 2071

[State 1051, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

;--- スーパー音2
[State 1001, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,2

[State 2001, 1]
type = SuperPause
trigger1 = time = 1
;;movetime = 1
time = 30
pos = 30, -85
anim = 30

; わらい
[State 1051, 1]
type = Playsnd
trigger1 = time = 1
value = 2,3

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 1

[State 2206, 2]
type = ChangeState
trigger1 = Time = 2
value = 2251

;--------------------------
; 投げ
[Statedef 2251]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 1051

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 1060

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 1051, 0]
type = PosAdd
trigger1 = AnimElem = 1
trigger1 = Pos Y > -180
y = -20

[State 1051, 0]
type = VelSet
trigger1 = AnimElem = 2
x = -1
y = -3

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 8

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = 25, -100
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 3
pos = -10, -80
time = 6

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2252
ctrl = 0

;--------------------------
; 直下
[Statedef 2252]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
;;velset = 0,0,0
anim = 1052

[State 4002, 1]
type = targetbind
trigger1 = time >= 0
pos = -30,0
time = 1

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 4009, 0]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 2253
ctrl = 0

;---------------------
; 投げ　たたきつけストップ
[Statedef 2253]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 1053

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 2061

[State 1052, 0]
type = EnvShake
trigger1 = Time = 0
time = 8
ampl = 13

; インパクト音
[State 1052, 1]
type = Playsnd
trigger1 = Time = 0
value = 6,4

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimTime = 0
value = -188

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = -30, 0
time = 16

[State 1051, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = -10, 0
time = 5

[State 4020, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 2290
ctrl = 0

;---------------------
; 投げ　つなぎ
[Statedef 2290]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0,0
anim = 2090

[State 2051, 0]
type = AfterImage
trigger1 = time = 1
time = 60
TimeGap  = 2
FrameGap = 4
length = 15

[State 2090, 0]
type = targetvelset
Trigger1 = animelem = 2
x = -0.1
y = -2

[State 4009, 0]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

[State 4009, 0]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
trigger1 = time > 0
y = 0

[State 4009, 0]
type = VelSet
trigger1 = Time = 0
x = -4
y = -5.5

[State 4009, 1]
type = ChangeState
trigger1 = Time >= 18
value = 2254

;--------------------------
; 2回転目への接続
[Statedef 2254]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 2071

[State 1051, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

[State 2206, 2]
type = ChangeState
trigger1 = Time = 0
value = 2151

;---------------------------------------------------------------------------
; Cosmic Smart
; 特殊技　→大キック
; コズミックスマート
[Statedef 500]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0  
anim = 500
poweradd = 20

[State 500, 0]
type = MakeDust
trigger1 = AnimElem = 1
trigger2 = AnimElem = 10
pos = 10,0
spacing = 3

[State 500, 0]
type = Width
trigger1 = AnimElem = 5
value = 40, 0

[State 500, 0]
type = Width
trigger1 = AnimElem = 6
value = 60, 0

; 前移動
[State 500, 1]
type = VelSet
trigger1 = AnimElem = 5
x = 3
y = -4

[State 500, 1]
type = VelAdd
trigger1 = time > 0
trigger1 = Pos Y < 0
y = .48

[State 500, 1]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
x = 0
y = 0

[State 500, 1]
type = PosAdd
;;trigger1 = Pos Y > 0
trigger1 = AnimElem = 11
x = 10

[State 500, 1]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage    = 236
getpower  = 80
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -35,-60
hitsound = S7,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X
; ゼロ/アルファカウンター

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Zism
; ジャンプ投げ
[Statedef 920]
type    = S
movetype= A
physics = S
poweradd= -1500
anim = 900
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 6,8

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 193,Flames]
type = Explod
trigger1 = time = 0
anim = 414
ID = 414
pos = 0,0
postype = p1
supermove = 1
bindtime = 1
sprpriority = 2

[State 900,5]
type = sprpriority
trigger1 = time = 0
value = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 921

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Zism(start)
; 上昇
[Statedef 921]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 901
velset = 0,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 0
guardflag =
hitflag = AF
pausetime = 0,0
sparkno = -1
priority = 7, Hit
hitsound = S6,1
p1stateno = 922
p2stateno = 924
palfx.time = 50
palfx.add = 100,30,130


[State 210, 3]
type = Velset
trigger1 = time = 0
x = 6
y = -6.5

; 空気抵抗
[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.2
x = -0.2

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
y = .48

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1102

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Zism (Succes)
; カウンター投げ成功
[Statedef 922]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1105

[State 4000, 2]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,7

[State 4000, 2]
type = posfreeze
trigger1 = time = [0,6]

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 6

[State 4000, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 10

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = 30,0
time = 4

[State 4000, 2]
type = PosAdd
trigger1 = AnimElem = 5
x = 10

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 5
pos = 20,0
time = 4

[State 4000, 2]
type = turn
trigger1 = AnimElem = 6


[State 4000, 2]
type = PosAdd
trigger1 = AnimElem = 6
x = -5

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 6
pos = 20,0
time = 4

[State 4000, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = -10

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 7
pos = 40,0
time = 4

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 7
value = -10

[State 4000, 2]
type = VelSet
trigger1 = AnimElem = 7
x = -1.8
y = -1

[State 4000, 2]
type = VelAdd
trigger1 = time > 26
y = .28

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 923

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (falling)
; 成功後　着地
[Statedef 923]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1103

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 6,1

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ゼロ/アルファカウンタ
; 投げ成功　投げられ側
[Statedef 924]
type    = A
movetype= H
physics = N

[State 924, 1]
type = VelAdd
trigger1 = time >= 0
y = .48

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1107

[State 3545, 1]
type = turn
trigger1 = time = 14

[State 924, 3]
type = sprpriority
trigger1 = time = 0
value = 0

[State 924, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 925

[Statedef 925]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1107

[State 3545, 1]
type = SelfState
trigger1 = time >= 10
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ZERO/Alpha Counter Vism
; ゼロカウンター　Vism 脚払い
[Statedef 945]
type    = S
movetype= A
physics = S
poweradd= -1500
anim = 945
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 6,8

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 193,Flames]
type = Explod
trigger1 = time = 0
anim = 414
ID = 414
pos = 0,0
postype = p1
supermove = 1
bindtime = 1
sprpriority = 2

[State 900,5]
type = sprpriority
trigger1 = time = 0
value = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 946

;---------------------------------------------------------------------------
; ZERO Counter
; 脚払い
[Statedef 946]
type    = C
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0  
anim = 946
poweradd = 0

[State 900,3]
type = NotHitBy
trigger1 = Time = [0,8]
value = SCA
time = 1

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 20
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S7,6
guardsound = 6,0
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1     
air.velocity = -1,-4
air.type = trip
fall.yvelocity = -5
fall.xvelocity = -5
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 1,2

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,1

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; Ground THROW
; 投げ　地上 レインボースープレックス
; Rainbow S
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 20
ctrl = 0
velset = 0,0,0
anim = 4000

; voice あれ？
[State 4000, 0]
type = Playsnd
trigger1 = AnimElem = 3
value = 0,1

[State 4000, 1]
type = HitDef
trigger1 = time = 4
trigger1 = p2movetype != H
attr = S, NT
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 4001
p2stateno = 4003

[State 4000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; THROW (throw)
; 投げ　地上 右側へ回る
[Statedef 4001]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
;;anim = 4001

[State 4001, 1]
type = PosAdd
trigger1 = time = 0
x = 50

[State 4001, 2]
type = turn
trigger1 = Time = 0

[State 4009, 0]
type = TargetState
trigger1 = Time = 0
value = 4004

[State 2206, 3]
type = ChangeState
trigger1 = Time = 0
value = 4002
ctrl = 0

;--------------------------
; 後ろ回りこみ後
; 投げ
[Statedef 4002]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4002

[State 4002, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

[State 4002, 1]
type = Playsnd
trigger1 = time = 10
value = 1,7

[State 4002, 0]
type = EnvShake
trigger1 = AnimElem = 4
time = 8
ampl = 13

; 落下音
[State 4002, 4]
type = Playsnd
trigger1 = AnimElem = 4
value = 6,4

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimTime = 0
value = -138

[State 4000, 2]
type = targetDrop
trigger1 = AnimTime = 0

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 40, 0
time = 9;6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = 20,-80
time = 8;6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 3
pos = -30,-80
time = 6

[State 4002, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -90,0
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 5
pos = -90,0
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 6
pos = -90,0
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 7
pos = -90,0
time = 6

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 4009
ctrl = 0

;---------------------
; 投げ　フォロー
[Statedef 4009]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 4003

[State 4009, 0]
type = PosAdd
trigger1 = AnimTime = 0
x = -20

[State 4009, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; THROW
; 投げられ part2
[Statedef 4003]
type    = S
movetype= H
physics = N

[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 4004

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

[State 2206, 2]
type = ChangeState
trigger1 = Time >= 60
value = 4004

;---------------------------------------------------------------------------
; THROW
; 投げられ part2
[Statedef 4004]
type    = A
movetype= H
physics = N

[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 4005

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 6100, 4]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 15
pos = 0, 0
under = 1

[State 4004, 1]
type = VelSet
trigger1 = AnimElem = 8
x = -3
y = -5

[State 4004, 2]
type = VelAdd
trigger1 = Pos Y < 0
y = .48

;[State 2206, 2]
;type = turn
;trigger1 = Pos Y >= 0
;trigger1 = Vel Y > 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;---------------------------------------------------------------------------
; Ground THROW
; 投げ　地上 フーリガンスープレックス
; 左側
[Statedef 4005]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

; voice あれ？
[State 4005, 0]
type = Playsnd
trigger1 = AnimElem = 3
value = 0,1

[State 4005, 1]
type = HitDef
trigger1 = time = 4
trigger1 = p2movetype != H
attr = S, NT
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 4002
p2stateno = 4006

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; フーリガンスープレックス　投げられ　逆
; PUNCH THROW BACKWARD (grabbed)
[Statedef 4006]
type    = S
movetype= H
physics = N

[State 4006, 0]
type = Turn
trigger1 = Time = 0

[State 4006, 1]
type = ChangeState
trigger1 = Time = 0
value = 4004


;===========================================================================
;                         スターダストドロップ
;===========================================================================

;---------------------------------------------------------------------------
; Air Throw
; フライングネックハント
; 空中投げ と　すかり
[Statedef 4030]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4030

; シ！
[State 4000, 0]
type = Playsnd
trigger1 = AnimElem = 2
value = 0,1

[State 4000, 1]
type = HitDef
trigger1 = time = 30
trigger1 = command = "holdback"
attr = A, NT
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = A
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 4031
p2stateno = 4042

[State 4000, 2]
type = HitDef
trigger1 = time = 1
;;trigger1 = command != "holdback"
attr = A, NT
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = A
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 4032
p2stateno = 4040

;---------------------------------------------------------------------------
; Air Throw Succes
; 空中投げ　成功
[Statedef 4031]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 4031, 0]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 4031, 1]
type = turn
trigger1 = time = 0

[State 4031, 2]
type = ChangeState
trigger1 = Time = 0
value = 4032

;---------------------------------------------------------------------------
; Air Throw Succes
; 空中投げ　成功
[Statedef 4032]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 4031

[State 4032, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

[State 4032, 1]
type = Playsnd
trigger1 = time = 5
value = 1,6

[State 4000, 2]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 4032, 3]
type = VelAdd
trigger1 = Time > 14
trigger1 = Pos Y < 0
y = .48
[State 4032, 3]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 4032, 3]
type = PosFreeze
trigger1 = Time <= 14

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = -20,-110
time = 15

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 20,-100
time = 8

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 0, 0
time = 2

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 4
value = 4041

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 4

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 4033

[State 4032, 5]
type = ChangeState
trigger1 = time > 25
trigger1 = Pos Y >= 0
value = 4034

;---------------------------------------------------------------------------
; Air Throw Succes
; 空中投げ　成功
[Statedef 4033]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 44

[State 4033, 1]
type = ChangeState
trigger1 = time = 190
value = 0

;---------------------------------------------------------------------------
; 投げ途中に着地
[Statedef 4034]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 44

[State 4034, 0]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 4034, 1]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1102, 2]
type = ChangeState
trigger1 = time >= 7
trigger2 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Air Throw
; 空中投げ　投げられ側
[Statedef 4040]
type    = A
movetype= H
physics = N

[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4040

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = 1

;---------------------------------------------------------------------------
; Air Throw Drop
; 空中投げ　投げられ側
[Statedef 4041]
type    = A
movetype= H
physics = N

[State 6100, 4]
type = GameMakeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 15
pos = 0, 0
under = 1

[State 325, 0]
type = velset
trigger1 = time = 0
x = -10

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.48

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4041

[State 4041, 3]
type = lifeadd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -276
;;kill = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100


;---------------------------------------------------------------------------
; Air Throw
; 空中投げ　投げられ側
[Statedef 4042]
type    = A
movetype= H
physics = N

[State 4042, 0]
type = turn
trigger1 = time = 0

[State 4042, 1]
type = ChangeState
trigger1 = time = 0
value = 4040


;===========================================================================
;                    クレセントライン
;---------------------------------------------------------------------------
; Air Throw
; 空中投げ と　すかり
[Statedef 4050]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4070

; シ！
[State 4050, 0]
type = Playsnd
trigger1 = AnimElem = 2
value = 0,1

[State 4050, 2]
type = HitDef
trigger1 = time = 1
attr = A, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag =
hitflag = A
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S6,7
guardsound = S6,7
p1stateno = 4051
p2stateno = 4060

;--------------------------
; 投げ成功
[Statedef 4051]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4050

[State 4052, 0]
type = Playsnd
trigger1 = time = 0
value = 6,5

[State 4052, 1]
type = Playsnd
trigger1 = time = 10
value = 2,4

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 1
pos = 30, -80
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 2
pos = 30, -80
time = 6

[State 4002, 1]
type = targetbind
trigger1 = AnimElem = 3
pos = 50, -30
time = 6

[State 4002, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -60, -20
time = 3

[State 4002, 2]
type = targetbind
trigger1 = AnimElem = 5
pos = -60, -20
time = 3

[State 4002, 2]
type = targetbind
trigger1 = AnimElem = 6
pos = -60, -20
time = 3

[State 4052, 6]
type = VelAdd
trigger1 = Time > 30
trigger1 = Pos Y < 0
y = .48

[State 4052, 7]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

;[State 4052, 6]
;type = VelSet
;trigger1 = Time > 30
;x = -0.6

[State 4052, 8]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 4009, 0]
type = TargetState
trigger1 = AnimTime = 0
value = 4061

[State 4000, 2]
type = targetDrop
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 4052
ctrl = 0

;--------------------------
; フォロー
[Statedef 4052]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4051

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; THROW
; 投げられ part2
[Statedef 4060]
type    = A
movetype= H
physics = N

[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 4060

[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 4004, 0]
type = sprpriority
trigger1 = time = 0
value = -1

;---------------------------------------------------------------------------
; Air Throw Drop
; 空中投げ　投げられ側
[Statedef 4061]
type    = A
movetype= H
physics = N

[State 6100, 4]
type = GameMakeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 15
pos = 0, 0
under = 1

[State 325, 0]
type = velset
trigger1 = time = 0
x = 6
y = -8

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.48

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4061

[State 4041, 3]
type = lifeadd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -276
;;kill = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100


;---------------------------------------------------------------------------
; RECOVERY ROLL X (fall change)
[Statedef 930]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 931

;---------------------------------------------------------------------------
; RECOVERY ROLL X (roll)
[Statedef 931]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 930
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 12
ctrl = 1


;---------------------------------------------------------------------------
; ヒット処理
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 地面でのバウンド
[Statedef 6100]
type    = L
movetype= H
physics = N

[State 6100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5100

[State 6100, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 6100, 2]
type = VelSet
trigger1 = Time = 0
y = 0

;スピードを落とす
[State 6100, 3]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 6100, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1

[State 6100, 5]
type = HitFallDamage
trigger1 = Time = 3

;地面接触
[State 6100, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0

[State 6100, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 6100, 7]
type = SelfState
trigger1 = Time = 3
value = 5101

[State 6100, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 255,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; オーバーライド
;---------------------------------------------------------------------------
; nothing
;--------------------------------------------

;---------------------------------------------------------------------------
; task -2
;---------------------------------------------------------------------------

[Statedef -2]


; すべら〜ず
[State -2, 1]
type = VelSet
trigger1 = stateno = 52
x = 0

; くらい時 金網撤収
[State -2, 1]
type = VarSet
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5020
trigger8 = stateno = 5021
trigger9 = stateno = 5022
trigger10 = stateno = 5070
trigger11 = stateno = 5110
trigger12 = stateno = 5120
v = 1
value = 1

; くらい時 残像消去
[State -2, 1]
type = AfterImageTime
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5020
trigger8 = stateno = 5021
trigger9 = stateno = 5022
trigger10 = stateno = 5070
trigger11 = stateno = 5110
trigger12 = stateno = 5120
Time = 0

[State -2, 1]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
value = 0,1

[State -2, 4]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5001
value = 0,2

[State -2, 5]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5002
value = 0,5

[State -2, 6]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5010
value = 0,3

[State -2, 7]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5011
value = 0,4
           
[State -2, 8]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5012
value = 0,2

[State -2, 9]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5020
value = 0,1

[State -2, 10]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5021
value = 0,4

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5022
value = 0,2

[State -2, 10]
type = PlaySnd
triggerall = random < 500
triggerall = stateno = 5035
trigger1 = anim = 5035
trigger1 = time = 0
value = 0,3

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = stateno = 5070
trigger1 = time = 0
value = 0,5

; 着地音
[State -2, 1]
type = PlaySnd
triggerall = time = 1
triggerall = stateno = 52
trigger1 = anim = 47
value = 6,1


;------ 入力補正 ------------------------
; Code Init
; code 初期化
[State -2, 200]
type = VarSet
trigger1 = stateno != 0; ニュートラル
trigger1 = stateno != 20; 前進
trigger1 = stateno != 21; 後退
trigger1 = stateno != 10; しゃがみはじめ
trigger1 = stateno != 11; しゃがみ中
trigger1 = stateno != 12; しゃがみ終わり
trigger1 = stateno != 50; ジャンプ
trigger1 = stateno != 51; ジャンプ
trigger1 = stateno != 40; ジャンプ開始
trigger1 = stateno != 52; 着地
trigger1 = AnimTime = 0
trigger2 = stateno != 0; ニュートラル
trigger2 = stateno != 20; 前進
trigger2 = stateno != 21; 後退
trigger2 = stateno != 10; しゃがみはじめ
trigger2 = stateno != 11; しゃがみ中
trigger2 = stateno != 12; しゃがみ終わり
trigger2 = stateno != 50; ジャンプ
trigger2 = stateno != 51; ジャンプ
trigger2 = stateno != 40; ジャンプ開始
trigger2 = stateno != 52; 着地
trigger2 = time > 3
trigger3 = stateno = 5000
trigger4 = stateno = 5001
trigger5 = stateno = 5002
trigger6 = stateno = 5010
trigger7 = stateno = 5011
trigger8 = stateno = 5012
trigger9 = stateno = 5020
trigger10 = stateno = 5021
trigger11 = stateno = 5022
trigger12 = stateno = 5070
trigger13 = stateno = 5110
trigger14 = stateno = 5120
v = 10
value = 0

;=======================
; 着地直前
; 入力補正
[State -2, 201]
type = VarSet
triggerall = command = "x"
trigger1 = stateno = 52; 着地
v = 10
value = 200
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "y"
v = 10
value = 201
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "z"
v = 10
value = 202

[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "a"
v = 10
value = 204
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "b"
v = 10
value = 205
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "c"
v = 10
value = 206


; しゃがみ
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "x"
trigger1 = command = "holddown"
v = 10
value = 400
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "y"
trigger1 = command = "holddown"
v = 10
value = 401
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "z"
trigger1 = command = "holddown"
v = 10
value = 402

[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "a"
trigger1 = command = "holddown"
v = 10
value = 404
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "b"
trigger1 = command = "holddown"
v = 10
value = 405
[State -2, 201]
type = VarSet
triggerall = stateno = 52; 着地
trigger1 = command = "c"
trigger1 = command = "holddown"
v = 10
value = 406

;=======================
; ジャンプ開始時
; 入力補正
[State -2, 201]
type = VarSet
triggerall = stateno = 40; ジャンプ開始
trigger1 = command = "x"
v = 10
value = 600
[State -2, 201]
type = VarSet
triggerall = stateno = 40; ジャンプ開始
trigger1 = command = "y"
v = 10
value = 601
[State -2, 201]
type = VarSet
triggerall = stateno = 40; ジャンプ開始
trigger1 = command = "z"
v = 10
value = 602
[State -2, 201]
type = VarSet
triggerall = stateno = 40; ジャンプ開始
trigger1 = command = "a"
v = 10
value = 604
[State -2, 201]
type = VarSet
triggerall = stateno = 40; ジャンプ開始
trigger1 = command = "b"
v = 10
value = 605
[State -2, 201]
type = VarSet
triggerall = stateno = 40; ジャンプ開始
trigger1 = command = "c"
v = 10
value = 606
